initial project setup
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08a20c683a
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71
autoloads/display.gd
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71
autoloads/display.gd
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extends Node
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enum ScaleMode {
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## Stretches to fit as close as possible while maintaining the game's aspect ratio.
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ASPECT,
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## Stretches to fit as close as possible while maintaining aspect ratio and an integer scale.
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INTEGER,
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## Stretches to cover the whole screen, warping the aspect ratio.
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STRETCH,
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}
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## Strategy to use for scaling from game-native resolution to the window/screen size.
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@export var scale_mode: ScaleMode = ScaleMode.ASPECT:
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set(value):
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scale_mode = value
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if is_node_ready():
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_update_scale()
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@export_group("Internal References")
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@export var _viewport: SubViewport
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@export var _viewport_container: SubViewportContainer
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## The native resolution of the game.
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var size: Vector2i = Vector2i(
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ProjectSettings.get_setting("display/window/size/viewport_width"),
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ProjectSettings.get_setting("display/window/size/viewport_height"),
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)
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func _enter_tree() -> void:
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get_tree().scene_changed.connect(_on_scene_changed)
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get_tree().root.size_changed.connect(_update_scale)
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_update_scale.call_deferred()
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var current_scene = get_tree().current_scene
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if current_scene and current_scene != self:
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current_scene.reparent.call_deferred(_viewport)
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func _on_scene_changed() -> void:
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for child in _viewport.get_children():
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child.queue_free()
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get_tree().current_scene.reparent(_viewport)
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func _update_scale() -> void:
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var screen_size = Vector2(get_tree().root.size)
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var size_ratio = screen_size / Vector2(size)
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DisplayServer.window_set_min_size(size)
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_viewport.size = size
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_viewport_container.pivot_offset = Vector2(size) * 0.5
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_viewport_container.position = screen_size * 0.5 - Vector2(size) * 0.5
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match scale_mode:
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ScaleMode.ASPECT:
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# get the minimum ratio and use for both axes
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var min_scale = minf(size_ratio.x, size_ratio.y)
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_viewport_container.scale = Vector2(min_scale, min_scale)
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ScaleMode.INTEGER:
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# get the minimum ratio and use for both axes after flooring
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var min_scale = floorf(minf(size_ratio.x, size_ratio.y))
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_viewport_container.scale = Vector2(min_scale, min_scale)
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ScaleMode.STRETCH:
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# just use the ratio as-is
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_viewport_container.scale = size_ratio
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1
autoloads/display.gd.uid
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1
autoloads/display.gd.uid
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uid://kwa8v1dhwlie
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28
autoloads/display.tscn
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28
autoloads/display.tscn
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[gd_scene load_steps=2 format=3 uid="uid://bixq77klfo561"]
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[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://autoloads/display.gd" id="1_1seuv"]
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[node name="Display" type="Node" node_paths=PackedStringArray("_viewport", "_viewport_container")]
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script = ExtResource("1_1seuv")
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scale_mode = 1
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_viewport = NodePath("SubViewportContainer/SubViewport")
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_viewport_container = NodePath("SubViewportContainer")
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[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -128.0
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offset_top = -96.0
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offset_right = 128.0
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offset_bottom = 96.0
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grow_horizontal = 2
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grow_vertical = 2
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pivot_offset = Vector2(128, 96)
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[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
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handle_input_locally = false
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size = Vector2i(256, 192)
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render_target_update_mode = 4
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