Repository: Yukitty/godot-addon-integer_resolution_handler
Branch: 3.X
Commit: c67b1da84497
Files: 6
Total size: 7.6 KB
Directory structure:
gitextract_68lyncy5/
├── .gitignore
├── LICENSE
├── README.md
└── addons/
└── integer_resolution_handler/
├── integer_resolution_handler.gd
├── plugin.cfg
└── plugin.gd
================================================
FILE CONTENTS
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================================================
FILE: .gitignore
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# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/
================================================
FILE: LICENSE
================================================
MIT License
Copyright (c) 2020 Yukita Mayako
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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FILE: README.md
================================================
# Integer Resolution Handler
Alternative stretch handler for low resolution (pixel art) games in high resolution windows. Restricts the game resolution to integer steps, keeping pixels square.
## Usage
1. Enable the plugin. Close Project Settings.
2. Navigate Project Settings to the `display/window` category.
3. In the new section "Integer Resolution Handler", set Base Width and Base Height to your game's native pixel resolution.
The IntegerResolutionHandler also works with all of the existing `stretch` settings, so fiddle there if you don't like how it behaves. Notably, setting `stretch/aspect` to "Keep" will enforce strict screen resolutions, while "Expand" will allow the viewable area to extend dramatically in all directions between scale steps.
If you set Base Width and Base Height to a 4:3 aspect ratio and use the "Keep Height" or "Expand" aspect handling modes, your game will extend horizontally to support widescreen aspects as well. Just make sure your game is fully playable at its base resolution and GUI elements properly stretch and move, the same as you would for a non-pixel art game.
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FILE: addons/integer_resolution_handler/integer_resolution_handler.gd
================================================
extends Node
# IntegerResolutionHandler autoload.
# Watches for window size changes and handles
# game screen scaling with exact integer
# multiples of a base resolution in mind.
const SETTING_BASE_WIDTH = "display/window/integer_resolution_handler/base_width"
const SETTING_BASE_HEIGHT = "display/window/integer_resolution_handler/base_height"
var base_resolution := Vector2(320, 240)
var stretch_mode: int
var stretch_aspect: int
onready var stretch_shrink: float = ProjectSettings.get_setting("display/window/stretch/shrink")
onready var _root: Viewport = get_node("/root")
func _ready():
# Parse project settings
if ProjectSettings.has_setting(SETTING_BASE_WIDTH):
base_resolution.x = ProjectSettings.get_setting(SETTING_BASE_WIDTH)
if ProjectSettings.has_setting(SETTING_BASE_HEIGHT):
base_resolution.y = ProjectSettings.get_setting(SETTING_BASE_HEIGHT)
match ProjectSettings.get_setting("display/window/stretch/mode"):
"2d":
stretch_mode = SceneTree.STRETCH_MODE_2D
"viewport":
stretch_mode = SceneTree.STRETCH_MODE_VIEWPORT
_:
stretch_mode = SceneTree.STRETCH_MODE_DISABLED
match ProjectSettings.get_setting("display/window/stretch/aspect"):
"keep":
stretch_aspect = SceneTree.STRETCH_ASPECT_KEEP
"keep_height":
stretch_aspect = SceneTree.STRETCH_ASPECT_KEEP_HEIGHT
"keep_width":
stretch_aspect = SceneTree.STRETCH_ASPECT_KEEP_WIDTH
"expand":
stretch_aspect = SceneTree.STRETCH_ASPECT_EXPAND
_:
stretch_aspect = SceneTree.STRETCH_ASPECT_IGNORE
# Enforce minimum resolution.
OS.min_window_size = base_resolution
# Remove default stretch behavior.
var tree: SceneTree = get_tree()
tree.set_screen_stretch(SceneTree.STRETCH_MODE_DISABLED, SceneTree.STRETCH_ASPECT_IGNORE, base_resolution, 1)
# Start tracking resolution changes and scaling the screen.
update_resolution()
# warning-ignore:return_value_discarded
tree.connect("screen_resized", self, "update_resolution")
func update_resolution():
var video_mode: Vector2 = OS.window_size
if OS.window_fullscreen:
video_mode = OS.get_screen_size()
var scale := int(max(floor(min(video_mode.x / base_resolution.x, video_mode.y / base_resolution.y)), 1))
var screen_size: Vector2 = base_resolution
var viewport_size: Vector2 = screen_size * scale
var overscan: Vector2 = ((video_mode - viewport_size) / scale).floor()
var margin: Vector2
var margin2: Vector2
match stretch_aspect:
SceneTree.STRETCH_ASPECT_KEEP_WIDTH:
screen_size.y += overscan.y
SceneTree.STRETCH_ASPECT_KEEP_HEIGHT:
screen_size.x += overscan.x
SceneTree.STRETCH_ASPECT_EXPAND, SceneTree.STRETCH_ASPECT_IGNORE:
screen_size += overscan
viewport_size = screen_size * scale
margin = (video_mode - viewport_size) / 2
margin2 = margin.ceil()
margin = margin.floor()
match stretch_mode:
SceneTree.STRETCH_MODE_VIEWPORT:
_root.set_size((screen_size / stretch_shrink).floor())
_root.set_attach_to_screen_rect(Rect2(margin, viewport_size))
_root.set_size_override_stretch(false)
_root.set_size_override(false)
SceneTree.STRETCH_MODE_2D, _:
_root.set_size((viewport_size / stretch_shrink).floor())
_root.set_attach_to_screen_rect(Rect2(margin, viewport_size))
_root.set_size_override_stretch(true)
_root.set_size_override(true, (screen_size / stretch_shrink).floor())
if margin.x < 0:
margin.x = 0
if margin.y < 0:
margin.y = 0
if margin2.x < 0:
margin2.x = 0
if margin2.y < 0:
margin2.y = 0
VisualServer.black_bars_set_margins(int(margin.x), int(margin.y), int(margin2.x), int(margin2.y))
================================================
FILE: addons/integer_resolution_handler/plugin.cfg
================================================
[plugin]
name="IntegerResolutionHandler"
description="Alternative stretch handler for low resolution (pixel art) games in high resolution windows. Restricts the game resolution to integer steps, keeping pixels square."
author="Yukitty"
version="1.1.1"
script="plugin.gd"
================================================
FILE: addons/integer_resolution_handler/plugin.gd
================================================
tool
extends EditorPlugin
const SETTING_BASE_WIDTH := "display/window/integer_resolution_handler/base_width"
const SETTING_BASE_HEIGHT := "display/window/integer_resolution_handler/base_height"
const DEFAULT_BASE_WIDTH: int = 320
const DEFAULT_BASE_HEIGHT: int = 240
func _enter_tree():
add_autoload_singleton("IntegerResolutionHandler", "res://addons/integer_resolution_handler/integer_resolution_handler.gd")
if not ProjectSettings.has_setting(SETTING_BASE_WIDTH):
ProjectSettings.set_setting(SETTING_BASE_WIDTH, DEFAULT_BASE_WIDTH)
ProjectSettings.set_initial_value(SETTING_BASE_WIDTH, DEFAULT_BASE_WIDTH)
ProjectSettings.add_property_info({
"name": SETTING_BASE_WIDTH,
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "1,1024,1,or_greater"
})
if not ProjectSettings.has_setting(SETTING_BASE_HEIGHT):
ProjectSettings.set_setting(SETTING_BASE_HEIGHT, DEFAULT_BASE_HEIGHT)
ProjectSettings.set_initial_value(SETTING_BASE_HEIGHT, DEFAULT_BASE_HEIGHT)
ProjectSettings.add_property_info({
"name": SETTING_BASE_HEIGHT,
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "1,600,1,or_greater"
})
var order: int = ProjectSettings.get_order("display/window/size/width") - 2
ProjectSettings.set_order(SETTING_BASE_WIDTH, order)
ProjectSettings.set_order(SETTING_BASE_HEIGHT, order + 1)
ProjectSettings.save()
func disable_plugin():
remove_autoload_singleton("IntegerResolutionHandler")
ProjectSettings.clear("display/window/integer_resolution_handler/base_width")
ProjectSettings.clear("display/window/integer_resolution_handler/base_height")
ProjectSettings.save()
gitextract_68lyncy5/
├── .gitignore
├── LICENSE
├── README.md
└── addons/
└── integer_resolution_handler/
├── integer_resolution_handler.gd
├── plugin.cfg
└── plugin.gd
Condensed preview — 6 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (9K chars).
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