The very principle of the scaling mode means that the image is expanded to the size of the screen with different options.
I don't quite understand your need, but I'll make an assumption.
When I have a horizontal game and smartphone users open it in a browser and hold their smartphone vertically, everything looks terrible.
I check the aspect ratio in the code, and if it is vertical, I cover the game with a “plug” sprite that prompts the user to rotate their smartphone.
I also reload the layout when the resolution changes, because I have a lot of positioning of control elements at startup.
Here is a minimal example.