From 557c527257b40cf1619f4ca919b0d2b658a3a1ef Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 14 Sep 2025 12:49:26 -0400 Subject: [PATCH] v3.2.4: buff bar dynamic island handling now varies by zoom --- .../shatteredpixeldungeon/scenes/GameScene.java | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java index 401e2ee5b..0267ff88c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -375,8 +375,10 @@ public class GameScene extends PixelScene { if (largeInsetTop != insets.top){ //iOS's Dynamic island badly obstructs the first buff bar row if (DeviceCompat.isiOS()){ - //TODO bad to hardcode this atm, need to change this so platformsupport returns cutout dimensions - buffBarTopRowMaxWidth = 15; + //TODO bad to hardcode and approximate this atm + // need to change this so iOS platformsupport returns cutout dimensions + float cutoutLeft = (Game.width*0.3f)/defaultZoom; + buffBarTopRowMaxWidth = Math.min(50, cutoutLeft - 32); } else if (DeviceCompat.isAndroid()) { //Android hole punches are of varying size and may obstruct the menu, HP bar, or buff bar RectF cutout = Game.platform.getDisplayCutout().scale(1f / defaultZoom);