v0.9.4: added main code module support for iOS
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@@ -52,7 +52,10 @@ public class Game implements ApplicationListener {
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// Size of the EGL surface view
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public static int width;
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public static int height;
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//number of pixels from bottom of view before rendering starts
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public static int bottomInset;
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// Density: mdpi=1, hdpi=1.5, xhdpi=2...
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public static float density = 1;
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@@ -299,7 +302,7 @@ public class Game implements ApplicationListener {
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}
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public static void vibrate( int milliseconds ) {
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Gdx.input.vibrate(milliseconds);
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platform.vibrate( milliseconds );
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}
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public interface SceneChangeCallback{
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@@ -167,11 +167,11 @@ public class NoosaScript extends Script {
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// because for some reason all other openGL operations work on virtual pixels
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// but glScissor operations work on real pixels
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float xScale = (Gdx.graphics.getBackBufferWidth() / (float)Game.width );
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float yScale = (Gdx.graphics.getBackBufferHeight() / (float)Game.height );
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float yScale = ((Gdx.graphics.getBackBufferHeight()-Game.bottomInset) / (float)Game.height );
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Gdx.gl20.glScissor(
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Math.round(camera.x * xScale),
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Math.round((Game.height - camera.screenHeight - camera.y) * yScale),
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Math.round((Game.height - camera.screenHeight - camera.y) * yScale) + Game.bottomInset,
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Math.round(camera.screenWidth * xScale),
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Math.round(camera.screenHeight * yScale));
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} else {
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