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43
scripts/scaling.gd
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43
scripts/scaling.gd
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extends Control
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var multiple = 1
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onready var viewport = $ViewportContainer
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onready var border = $TextureRect
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# SCALE MODE: INTEGER, FIT, FILL
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export var scale_mode = 0
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# INTEGER SCALE SETTINGS
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export var overscale = 0
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onready var root = get_tree().root
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# RESOLUTION
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onready var res = Game.resolution
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onready var half_res = Vector2(res.x/2,res.y/2)
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func _ready():
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#SCREEN RESIZE SIGNAL
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get_tree().connect("screen_resized", self, "_on_screen_resized")
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root.set_attach_to_screen_rect(root.get_visible_rect())
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_on_screen_resized()
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func _on_screen_resized():
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# VARS
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var window_size = OS.get_window_size()
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# INTEGER SCALE
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if scale_mode == 0:
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# CENTER THE VIEWPORT
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viewport.rect_position.x = (window_size.x / 2) - half_res.x
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viewport.rect_position.y = (window_size.y / 2) - half_res.y
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# DETERMINE WHAT THE HIGHEST INTEGER MULTIPLE IS
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multiple = window_size / res
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multiple = Vector2(floor(multiple.x),floor(multiple.y))
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# SET THE HIGHEST SCALE AXIS TO THE LOWEST TO STAY SQUARE
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if multiple.x < multiple.y: multiple.y = multiple.x
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if multiple.x > multiple.y: multiple.x = multiple.y
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# SCALE THE VIEWPORT (IF OVERSCALE IS ON, SCALE IT BY 1 EXTRA)
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viewport.rect_scale = multiple + Vector2(overscale,overscale)
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#viewport.rect_scale = Vector2(2,2)
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# SCALE TO FIT
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if scale_mode == 1:
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get_tree().set_screen_stretch(SceneTree.STRETCH_MODE_VIEWPORT,SceneTree.STRETCH_ASPECT_KEEP,res,1)
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# BORDER
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border.rect_size = window_size
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