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Update the `2d` stretch mode name to `canvas_items`

Hugo Locurcio vor 2 Jahren
Ursprung
Commit
8b330feb43

+ 1 - 1
about/list_of_features.rst

@@ -617,7 +617,7 @@ The editor UI can easily be extended in many ways using add-ons.
      layouts.
      layouts.
    - :ref:`Draggable splitter <class_SplitContainer>` layouts.
    - :ref:`Draggable splitter <class_SplitContainer>` layouts.
 
 
-- Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes.
+- Scale to multiple resolutions using the ``canvas_items`` or ``viewport`` stretch modes.
 - Support any aspect ratio using anchors and the ``expand`` stretch aspect.
 - Support any aspect ratio using anchors and the ``expand`` stretch aspect.
 
 
 **Theming:**
 **Theming:**

+ 3 - 3
getting_started/first_2d_game/01.project_setup.rst

@@ -55,9 +55,9 @@ window and in the left column, open the *Display -> Window* tab. There, set
 
 
 .. image:: img/setting-project-width-and-height.png
 .. image:: img/setting-project-width-and-height.png
 
 
-Also, scroll down to the bottom of the section and, under the "Stretch" options,
-set ``Mode`` to "2d" and ``Aspect`` to "keep". This ensures that the game scales
-consistently on different sized screens.
+Also, scroll down to the bottom of the section and, under the **Stretch**
+options, set **Mode** to ``canvas_items`` and **Aspect** to ``keep``. This
+ensures that the game scales consistently on different sized screens.
 
 
 .. image:: img/setting-stretch-mode.png
 .. image:: img/setting-stretch-mode.png
 
 

+ 5 - 5
tutorials/rendering/multiple_resolutions.rst

@@ -273,7 +273,7 @@ Desktop game
   Note that this will make non-mipmapped textures grainy on low resolution devices,
   Note that this will make non-mipmapped textures grainy on low resolution devices,
   so make sure to follow the instructions described in
   so make sure to follow the instructions described in
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
-- Set the stretch mode to ``2d``.
+- Set the stretch mode to ``canvas_items``.
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
@@ -296,11 +296,11 @@ Desktop game
     The ``viewport`` stretch mode provides low-resolution rendering that is then
     The ``viewport`` stretch mode provides low-resolution rendering that is then
     stretched to the final window size. If you are OK with sprites being able to
     stretched to the final window size. If you are OK with sprites being able to
     move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
     move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
-    viewport, you should use the ``2d`` stretch mode instead of the ``viewport``
+    viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport``
     stretch mode.
     stretch mode.
 
 
     Godot currently doesn't have a way to enforce integer scaling when using the
     Godot currently doesn't have a way to enforce integer scaling when using the
-    ``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if the
+    ``canvas_items`` or ``viewport`` stretch mode, which means pixel art may look bad if the
     final window size is not a multiple of the base window size.
     final window size is not a multiple of the base window size.
     To fix this, use an add-on such as the `Integer Resolution Handler <https://github.com/Yukitty/godot-addon-integer_resolution_handler>`__.
     To fix this, use an add-on such as the `Integer Resolution Handler <https://github.com/Yukitty/godot-addon-integer_resolution_handler>`__.
 
 
@@ -320,7 +320,7 @@ to change the display orientation project setting.
   Note that this will make non-mipmapped textures grainy on low resolution devices,
   Note that this will make non-mipmapped textures grainy on low resolution devices,
   so make sure to follow the instructions described in
   so make sure to follow the instructions described in
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
-- Set the stretch mode to ``2d``.
+- Set the stretch mode to ``canvas_items``.
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
@@ -339,7 +339,7 @@ Mobile game in portrait mode
   so make sure to follow the instructions described in
   so make sure to follow the instructions described in
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
 - Set **Display > Window > Handheld > Orientation** to ``portrait``.
 - Set **Display > Window > Handheld > Orientation** to ``portrait``.
-- Set the stretch mode to ``2d``.
+- Set the stretch mode to ``canvas_items``.
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.