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 bbcf0b408..aadad6c1b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -232,7 +232,7 @@ public class GameScene extends PixelScene { case 1: Camera.main.setFollowDeadzone(0.9f); break; } - RectF insets = Game.platform.getSafeInsets(PlatformSupport.INSET_ALL).scale(1f/defaultZoom); + RectF insets = getCommonInsets(); scene = this; @@ -377,9 +377,9 @@ public class GameScene extends PixelScene { add(status); if (uiSize < 2 && insets.top > 0) { - SkinnedBlock blackBar = new SkinnedBlock(uiCamera.width, insets.top, TextureCache.createSolid(0xFF000000)); - blackBar.camera = uiCamera; - add(blackBar); + SkinnedBlock bar = new SkinnedBlock(uiCamera.width, insets.top, TextureCache.createSolid(0xFF000000)); + bar.camera = uiCamera; + add(bar); } boss = new BossHealthBar(); @@ -427,12 +427,11 @@ public class GameScene extends PixelScene { toolbar.setRect( insets.left, uiCamera.height - toolbar.height() - insets.bottom, uiCamera.width - insets.right, toolbar.height() ); } - //TODO this is pretty barebones, could be minimized or avoided perhaps? if (insets.bottom > 0){ - SkinnedBlock blackBar = new SkinnedBlock(uiCamera.width, insets.bottom, TextureCache.createSolid(0xFF000000)); - blackBar.camera = uiCamera; - blackBar.y = uiCamera.height - insets.bottom; - add(blackBar); + SkinnedBlock bar = new SkinnedBlock(uiCamera.width, insets.bottom, TextureCache.createSolid(0x88000000)); + bar.camera = uiCamera; + bar.y = uiCamera.height - insets.bottom; + add(bar); } layoutTags(); @@ -857,8 +856,8 @@ public class GameScene extends PixelScene { } //Camera.main.panTo(Dungeon.hero.sprite.center(), 5f); - //primarily for phones displays with notches - //TODO Android never draws into notch atm, perhaps allow it for center notches? + //adjust spacing for elements based on display cutouts + // We use ALL here as some elements can be a fair but up the side of the screen RectF insets = Game.platform.getSafeInsets( PlatformSupport.INSET_ALL ); insets = insets.scale(1f / uiCamera.zoom);