What is the best way to do that old flash alpha trick in sparrow?
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about scales. probably no need a separate thread.
in my utils there's:
+(PointS)getScreenSize{
return (PointS){Sparrow.stage.width,Sparrow.stage.height};
}
in sparrow 1.4 it was like that
(PointS){[SPStage mainStage].width,[SPStage mainStage].height};
this struct is stored in any 'enie' for fast access.
I expect to have
640x960 for iphone4,ipod4
640x1136 for iphone5
768x1024 for each ipad (1,2, 3 )
And it was like that previously.
But now it's THE SAME for ipads but not like that for phones which have - screensize = 320.000000,568.000000
and everything double sized. like graphics can't fit the screen.
This is now quite clear for me.
so when I use
if(UI_USER_INTERFACE_IDIOM() != UIUserInterfaceIdiomPad) _viewScaleFactor*=2;
in SPViewController.m -> updateStageSize
the problem disappears.
It's not the same as doubling my struct for non-pad idiom. because in that case the view shows only 1/4 of valuable area. top left quarter. Everything is 4 times bigger. (2x2)
using this code to setup view:
.
CGRect screenBounds = [[UIScreen mainScreen] bounds];
mWindow = [[UIWindow alloc] initWithFrame:screenBounds];
mViewController = [[SPViewController alloc] init];
mViewController.wantsFullScreenLayout = true;
[mViewController startWithRoot:[Game class] supportHighResolutions:YES doubleOnPad:NO];
Could you help please?