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Merge pull request #41746 from Calinou/doc-projectsettings-fullscreen-borderless
Improve the documentation related to fullscreen and borderless settings
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a9bc440311
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@ -1108,6 +1108,8 @@
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<constant name="WINDOW_MODE_MAXIMIZED" value="2" enum="WindowMode">
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</constant>
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<constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode">
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Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
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Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
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</constant>
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<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
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</constant>
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@ -435,19 +435,24 @@
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If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
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</member>
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<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
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Force the window to be always on top.
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Forces the main window to be always on top.
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[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
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</member>
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<member name="display/window/size/borderless" type="bool" setter="" getter="" default="false">
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Force the window to be borderless.
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Forces the main window to be borderless.
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[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
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</member>
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<member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
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Sets the window to full screen when it starts.
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Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
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Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
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[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
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</member>
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<member name="display/window/size/height" type="int" setter="" getter="" default="600">
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Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
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</member>
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<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
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Allows the window to be resizable by default.
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[b]Note:[/b] This setting is ignored on iOS and Android.
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</member>
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<member name="display/window/size/test_height" type="int" setter="" getter="" default="0">
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If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
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@ -362,6 +362,8 @@
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<constant name="MODE_MAXIMIZED" value="2" enum="Mode">
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</constant>
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<constant name="MODE_FULLSCREEN" value="3" enum="Mode">
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Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
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Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
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</constant>
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<constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags">
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</constant>
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