Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script if needed. This closes #37242.
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@ -649,6 +649,8 @@
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<argument index="0" name="min_size" type="Vector2i" />
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<argument index="0" name="min_size" type="Vector2i" />
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<argument index="1" name="window_id" type="int" default="0" />
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<argument index="1" name="window_id" type="int" default="0" />
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<description>
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<description>
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Sets the minimum size for the given window to [code]min_size[/code] (in pixels).
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[b]Note:[/b] By default, the main window has a minimum size of [code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the window is resized to a near-zero size.
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</description>
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</description>
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</method>
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</method>
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<method name="window_set_mode">
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<method name="window_set_mode">
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@ -2242,6 +2242,10 @@ bool Main::start() {
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DisplayServer::get_singleton()->window_set_title(appname);
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DisplayServer::get_singleton()->window_set_title(appname);
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#endif
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#endif
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// Define a very small minimum window size to prevent bugs such as GH-37242.
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// It can still be overridden by the user in a script.
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DisplayServer::get_singleton()->window_set_min_size(Size2i(64, 64));
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bool snap_controls = GLOBAL_DEF("gui/common/snap_controls_to_pixels", true);
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bool snap_controls = GLOBAL_DEF("gui/common/snap_controls_to_pixels", true);
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sml->get_root()->set_snap_controls_to_pixels(snap_controls);
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sml->get_root()->set_snap_controls_to_pixels(snap_controls);
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