v0.9.4: added main code module support for iOS

This commit is contained in:
Evan Debenham
2021-06-25 15:54:04 -04:00
parent 9b63eb5e09
commit d610383717
6 changed files with 39 additions and 8 deletions
@@ -52,7 +52,10 @@ public class Game implements ApplicationListener {
// Size of the EGL surface view
public static int width;
public static int height;
//number of pixels from bottom of view before rendering starts
public static int bottomInset;
// Density: mdpi=1, hdpi=1.5, xhdpi=2...
public static float density = 1;
@@ -299,7 +302,7 @@ public class Game implements ApplicationListener {
}
public static void vibrate( int milliseconds ) {
Gdx.input.vibrate(milliseconds);
platform.vibrate( milliseconds );
}
public interface SceneChangeCallback{
@@ -167,11 +167,11 @@ public class NoosaScript extends Script {
// because for some reason all other openGL operations work on virtual pixels
// but glScissor operations work on real pixels
float xScale = (Gdx.graphics.getBackBufferWidth() / (float)Game.width );
float yScale = (Gdx.graphics.getBackBufferHeight() / (float)Game.height );
float yScale = ((Gdx.graphics.getBackBufferHeight()-Game.bottomInset) / (float)Game.height );
Gdx.gl20.glScissor(
Math.round(camera.x * xScale),
Math.round((Game.height - camera.screenHeight - camera.y) * yScale),
Math.round((Game.height - camera.screenHeight - camera.y) * yScale) + Game.bottomInset,
Math.round(camera.screenWidth * xScale),
Math.round(camera.screenHeight * yScale));
} else {