v3.2.5: adjusted iOS dynamic island handling for buff indicator change
This commit is contained in:
committed by
Evan Debenham
parent
d88baaf36f
commit
a511156298
@@ -374,17 +374,8 @@ public class GameScene extends PixelScene {
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int hpBarMaxWidth = 50; //default max width
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float buffBarTopRowMaxWidth = 55; //default max width
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if (largeInsetTop == 0 && insets.top > 0){
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//iOS's Dynamic island badly obstructs the first buff bar row
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if (DeviceCompat.isiOS()){
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//TODO bad to hardcode and approximate this atm
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// need to change this so iOS platformsupport returns cutout dimensions
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// which would also help with detecting if the cutout is big enough to put into 2nd row =S
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//note that the island is a bit smaller in terms of screen % on bigger iPhones
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// we try to average that a bit here
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float cutoutLeft = (Game.width*0.34f)/defaultZoom;
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buffBarTopRowMaxWidth = Math.min(55, cutoutLeft - 32 + 3);
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} else if (DeviceCompat.isAndroid()) {
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//Android hole punches are of varying size and may obstruct various UI elements
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//smaller non-notch cutouts are of varying size and may obstruct various UI elements
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// some are small hole punches, some are huge dynamic islands
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RectF cutout = Game.platform.getDisplayCutout().scale(1f / defaultZoom);
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//if the cutout is positioned to obstruct the hero portrait in the status pane
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if (cutout.top < 30
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@@ -417,8 +408,8 @@ public class GameScene extends PixelScene {
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&& cutout.bottom > 11) {
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//subtract starting position, add a bit back to allow slight overlap
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buffBarTopRowMaxWidth = cutout.left - 32 + 3;
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//TODO dynamic island can block 2nd row too =S
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}
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}
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}
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float screentop = largeInsetTop;
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