v3.2.5: adjusted iOS dynamic island handling for buff indicator change
This commit is contained in:
committed by
Evan Debenham
parent
5073777610
commit
b8e00af98a
@@ -378,8 +378,11 @@ public class GameScene extends PixelScene {
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if (DeviceCompat.isiOS()){
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if (DeviceCompat.isiOS()){
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//TODO bad to hardcode and approximate this atm
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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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// need to change this so iOS platformsupport returns cutout dimensions
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float cutoutLeft = (Game.width*0.3f)/defaultZoom;
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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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buffBarTopRowMaxWidth = Math.min(55, cutoutLeft - 32);
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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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} 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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//Android hole punches are of varying size and may obstruct various UI elements
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RectF cutout = Game.platform.getDisplayCutout().scale(1f / defaultZoom);
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RectF cutout = Game.platform.getDisplayCutout().scale(1f / defaultZoom);
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