luna-lunatic/autoloads/display.gd

106 lines
3.3 KiB
GDScript

extends Node
enum ScaleMode {
## Stretches to fit as close as possible while maintaining the game's aspect ratio.
ASPECT,
## Stretches to fit as close as possible while maintaining aspect ratio and an integer scale.
INTEGER,
## Stretches to cover the whole screen, warping the aspect ratio.
STRETCH,
}
## Strategy to use for scaling from game-native resolution to the window/screen size.
@export var scale_mode: ScaleMode = ScaleMode.ASPECT:
set(value):
scale_mode = value
if is_node_ready():
_update_scale()
## Directory to scan screen filters from.
@export_dir var filters_dir: String = "res://"
@export_group("Internal References")
@export var _viewport: SubViewport
@export var _viewport_container: SubViewportContainer
@export var _native_filters_layer: CanvasLayer
## The native resolution of the game.
var size: Vector2i = Vector2i(
ProjectSettings.get_setting("display/window/size/viewport_width"),
ProjectSettings.get_setting("display/window/size/viewport_height"),
)
## Whether each filter is enabled or disabled.
var filters_enabled: Dictionary[StringName, bool] = {}
var _filter_instances: Dictionary[StringName, ColorRect] = {}
func _enter_tree() -> void:
get_tree().scene_changed.connect(_on_scene_changed)
get_tree().root.size_changed.connect(_update_scale)
# populate screen filters
for file in ResourceLoader.list_directory(filters_dir):
var material = load(filters_dir.path_join(file)) as Material
if material:
var id = StringName(file.get_basename())
if _filter_instances.has(id):
push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
_filter_instances[id].queue_free()
_filter_instances.erase(id)
var instance = ColorRect.new()
instance.material = material
if material.get_meta(&"filter_native_resolution", false):
_native_filters_layer.add_child(instance)
else:
_viewport_container.add_child(instance)
_filter_instances[id] = instance
filters_enabled[id] = true
_update_scale.call_deferred()
var current_scene = get_tree().current_scene
if current_scene and current_scene != self:
current_scene.reparent.call_deferred(_viewport)
func _on_scene_changed() -> void:
for child in _viewport.get_children():
child.queue_free()
get_tree().current_scene.reparent(_viewport)
func _update_scale() -> void:
var screen_size = Vector2(get_tree().root.size)
var size_ratio = screen_size / Vector2(size)
DisplayServer.window_set_min_size(size)
_viewport.size = size
_viewport_container.pivot_offset = Vector2(size) * 0.5
_viewport_container.position = screen_size * 0.5 - Vector2(size) * 0.5
match scale_mode:
ScaleMode.ASPECT:
# get the minimum ratio and use for both axes
var min_scale = minf(size_ratio.x, size_ratio.y)
_viewport_container.scale = Vector2(min_scale, min_scale)
ScaleMode.INTEGER:
# get the minimum ratio and use for both axes after flooring
var min_scale = floorf(minf(size_ratio.x, size_ratio.y))
_viewport_container.scale = Vector2(min_scale, min_scale)
ScaleMode.STRETCH:
# just use the ratio as-is
_viewport_container.scale = size_ratio
# update screen filters state
for filter in filters_enabled:
_filter_instances[filter].visible = filters_enabled[filter]
_filter_instances[filter].custom_minimum_size = Vector2(size)