v3.2.3: improved inset handling in game scene (except for top insets)
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@@ -232,7 +232,7 @@ public class GameScene extends PixelScene {
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case 1: Camera.main.setFollowDeadzone(0.9f); break;
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}
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RectF insets = Game.platform.getSafeInsets(PlatformSupport.INSET_ALL).scale(1f/defaultZoom);
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RectF insets = getCommonInsets();
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scene = this;
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@@ -377,9 +377,9 @@ public class GameScene extends PixelScene {
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add(status);
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if (uiSize < 2 && insets.top > 0) {
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SkinnedBlock blackBar = new SkinnedBlock(uiCamera.width, insets.top, TextureCache.createSolid(0xFF000000));
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blackBar.camera = uiCamera;
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add(blackBar);
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SkinnedBlock bar = new SkinnedBlock(uiCamera.width, insets.top, TextureCache.createSolid(0xFF000000));
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bar.camera = uiCamera;
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add(bar);
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}
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boss = new BossHealthBar();
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@@ -427,12 +427,11 @@ public class GameScene extends PixelScene {
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toolbar.setRect( insets.left, uiCamera.height - toolbar.height() - insets.bottom, uiCamera.width - insets.right, toolbar.height() );
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}
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//TODO this is pretty barebones, could be minimized or avoided perhaps?
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if (insets.bottom > 0){
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SkinnedBlock blackBar = new SkinnedBlock(uiCamera.width, insets.bottom, TextureCache.createSolid(0xFF000000));
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blackBar.camera = uiCamera;
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blackBar.y = uiCamera.height - insets.bottom;
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add(blackBar);
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SkinnedBlock bar = new SkinnedBlock(uiCamera.width, insets.bottom, TextureCache.createSolid(0x88000000));
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bar.camera = uiCamera;
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bar.y = uiCamera.height - insets.bottom;
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add(bar);
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}
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layoutTags();
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@@ -857,8 +856,8 @@ public class GameScene extends PixelScene {
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}
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//Camera.main.panTo(Dungeon.hero.sprite.center(), 5f);
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//primarily for phones displays with notches
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//TODO Android never draws into notch atm, perhaps allow it for center notches?
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//adjust spacing for elements based on display cutouts
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// We use ALL here as some elements can be a fair but up the side of the screen
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RectF insets = Game.platform.getSafeInsets( PlatformSupport.INSET_ALL );
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insets = insets.scale(1f / uiCamera.zoom);
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