From 11bceb3d62986d4106b63a5da674838e78185e72 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Wed, 15 Jul 2020 10:34:47 +0200 Subject: [PATCH] Document caveats related to Control scaling This is a common topic of confusion. Clarifying its intended scope should make things easier to understand. (cherry picked from commit a36912b3cbba6e24ae562ec5ab67fc51202bd56f) --- doc/classes/Control.xml | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index f99aaff0ae9..cb8bb064249 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -864,7 +864,9 @@ The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position. - The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. + The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.