fix(showcase): fixed an issue where scaling isn't working
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@@ -509,7 +509,7 @@ export default class Settings {
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</div>
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<div>
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<label for="scale">Scale</label>
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<input type="range" min="0" max="10" step="0.1" id="scale_slider" value="${this.#scale}" />
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<input type="range" min="0.1" max="10" step="0.1" id="scale_slider" value="${this.#scale}" />
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<input type="number" id="scale_input" name="scale" value="${this.#scale}" step="0.1"/>
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</div>
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<div>
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@@ -11069,6 +11069,11 @@ var spine;
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config.settingsScale = window.settings.scale;
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return config;
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};
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SpinePlayer.prototype.getOperatorScale = function () {
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if (typeof window.settings !== "undefined")
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return window.settings.scale;
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return this.config.settingsScale
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};
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SpinePlayer.prototype.showError = function (error) {
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var errorDom = findWithClass(this.dom, "spine-player-error")[0];
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errorDom.classList.remove("spine-player-hidden");
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@@ -11395,7 +11400,7 @@ var spine;
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var viewportSize = this.scale(viewport.width, viewport.height, this.canvas.width, this.canvas.height);
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// this.sceneRenderer.camera.zoom = viewport.width * devicePixelRatio / viewportSize.x;
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this.sceneRenderer.camera.zoom = viewport.width * devicePixelRatio / viewportSize.x * this.config.settingsScale;
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this.sceneRenderer.camera.zoom = viewport.width * devicePixelRatio / viewportSize.x * this.getOperatorScale();
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this.sceneRenderer.camera.position.x = viewport.x + viewport.width / 2;
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this.sceneRenderer.camera.position.y = viewport.y + viewport.height / 2;
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this.sceneRenderer.begin();
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