It addresses half the problem. I missed the other requirement.
It's pretty easy to accomplish that, though.
You find the largest dimension delta and determine its percentage delta
and then adjust based on that.
var perc:Number;
if (actualW - targetW > actualH - targetH) {
perc = targetW / actualW;
} else {
perc = targetH / actualH;
}
clip._xscale = clip._yscale = perc * 100;
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