Indent every script with tabs, like the Godot editor does
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@@ -5,20 +5,20 @@ extends SceneTree
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func _initialize() -> void:
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var args: PackedStringArray = OS.get_cmdline_user_args()
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if args.size() != 3:
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printerr("Usage: godot --headless -s render_icon.gd -- <input.svg> <output.png> <size>")
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quit(1)
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return
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var svg: String = FileAccess.get_file_as_string(args[0])
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var source: Image = Image.new()
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# Load at 1x to read the SVG's own size, then scale so the result is <size> pixels
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var error: int = source.load_svg_from_string(svg)
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if error == OK:
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var image: Image = Image.new()
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error = image.load_svg_from_string(svg, float(args[2]) / source.get_width())
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if error == OK:
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error = image.save_png(args[1])
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if error != OK:
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printerr("Could not render %s to %s (error %d)" % [args[0], args[1], error])
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quit(error)
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var args: PackedStringArray = OS.get_cmdline_user_args()
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if args.size() != 3:
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printerr("Usage: godot --headless -s render_icon.gd -- <input.svg> <output.png> <size>")
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quit(1)
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return
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var svg: String = FileAccess.get_file_as_string(args[0])
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var source: Image = Image.new()
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# Load at 1x to read the SVG's own size, then scale so the result is <size> pixels
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var error: int = source.load_svg_from_string(svg)
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if error == OK:
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var image: Image = Image.new()
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error = image.load_svg_from_string(svg, float(args[2]) / source.get_width())
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if error == OK:
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error = image.save_png(args[1])
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if error != OK:
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printerr("Could not render %s to %s (error %d)" % [args[0], args[1], error])
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quit(error)
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