initial project setup
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109
globals/display.gd
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109
globals/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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## Directory to scan screen filters from.
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@export_dir var filters_dir: String = "res://"
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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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@export var _native_filters_layer: CanvasLayer
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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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## Whether each filter is enabled or disabled.
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var filters_enabled: Dictionary[StringName, bool] = {}
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var _filter_instances: Dictionary[StringName, ColorRect] = {}
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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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# populate screen filters
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for file in ResourceLoader.list_directory(filters_dir):
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var material = load(filters_dir.path_join(file)) as Material
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if material:
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var id = StringName(file.get_basename())
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if _filter_instances.has(id):
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push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
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_filter_instances[id].queue_free()
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_filter_instances.erase(id)
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var instance = ColorRect.new()
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instance.material = material
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if material.get_meta(&"filter_native_resolution", false):
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_native_filters_layer.add_child(instance)
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else:
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viewport_container.add_child(instance)
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_filter_instances[id] = instance
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filters_enabled[id] = true
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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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if current_scene.get_parent():
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current_scene.reparent.call_deferred(viewport)
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else:
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viewport.add_child.call_deferred(current_scene)
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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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# update screen filters state
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for filter in filters_enabled:
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_filter_instances[filter].visible = filters_enabled[filter]
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_filter_instances[filter].custom_minimum_size = Vector2(size)
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