v3.2.5: adjusted iOS dynamic island handling for buff indicator change

This commit is contained in:
Evan Debenham
2025-09-23 18:25:30 -04:00
committed by Evan Debenham
parent 5073777610
commit b8e00af98a

View File

@@ -378,8 +378,11 @@ public class GameScene extends PixelScene {
if (DeviceCompat.isiOS()){
//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(55, cutoutLeft - 32);
// which would also help with detecting if the cutout is big enough to put into 2nd row =S
//note that the island is a bit smaller in terms of screen % on bigger iPhones
// we try to average that a bit here
float cutoutLeft = (Game.width*0.34f)/defaultZoom;
buffBarTopRowMaxWidth = Math.min(55, cutoutLeft - 32 + 3);
} else if (DeviceCompat.isAndroid()) {
//Android hole punches are of varying size and may obstruct various UI elements
RectF cutout = Game.platform.getDisplayCutout().scale(1f / defaultZoom);