From b8e00af98a9a81a32a8d039278713de73318e2c2 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 23 Sep 2025 18:25:30 -0400 Subject: [PATCH] v3.2.5: adjusted iOS dynamic island handling for buff indicator change --- .../shatteredpixeldungeon/scenes/GameScene.java | 7 +++++-- 1 file changed, 5 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 b8e258b83..b8c2dbe97 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -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);