multiple_resolutions.rst: Clear up confusing use of terms window and viewport

Clear up a potential misunderstanding for new users.

When I first read this documentation, it left me with the impression that there's a `/root` viewport which lives inside of the window object. This false lesson was reinforced by the existing of both `get_window()` and `get_viewport()` in the API.
This commit is contained in:
Jonathan Paugh
2024-01-26 14:28:16 -06:00
committed by GitHub
parent 515d22d2b4
commit af5deac0db

View File

@@ -72,6 +72,14 @@ that are different from this base size. Godot offers many ways to
control how the viewport will be resized and stretched to different
screen sizes.
.. note::
On this page, *window* refers to the screen area alloted to your game
by the system, while *viewport* refers to the root object (accessible
from ``get_tree().root``) which the game controls to fill this screen area.
This viewport is a :ref:`Window <class_Window>` instance. Recall from the
:ref:`introduction <doc_viewports>` that *all* Window objects are viewports.
To configure the stretch base size at runtime from a script, use the
``get_tree().root.content_scale_size`` property (see
:ref:`Window.content_scale_size <class_Window_property_content_scale_size>`).