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Scaling in gideros
Scaling in gideros













scaling in gideros
  1. #Scaling in gideros android#
  2. #Scaling in gideros download#

Please help!įirst off, I tried 's suggestion of using letterbox scaling mode and, unless I'm missing something, it still isn't good enough. I've reviewed all we've discussed above but I still don't get it. I'm afraid I'm now at the stage where I want to get my app working on the iPhone in addition to the iPad where I've been doing all my development. No extra space in different resolution or anyone else who can help. Even if I used a bigger background, it still be scaled to the defined logical dimension.Ĭhange scale mode to "stretch" worked. However, when I try to setup using this guide, I encounter a problem.

#Scaling in gideros android#

This problem made most of my android submission was denied (except Google Play because there is no verification process) Basically I'm not saying that 480x800 is the best dimension to use, it's just something I'm using. P.S.: you could also use other logical dimensions, something that you find more suitable and calculate maximal offsets for whitespaces yourself. Use absolute positioning (ignoring scaling) for such elements as controls (to place them in the corners, etc). Use filtering for all textures and fonts.Ĭreate backgrounds in 600x854 (and 1200x1708 for resolutions to cover both Iphone5 and Ipad2 whitespaces and position them in the center of the screen (probably using anchorpoint 0.5 is easier)

scaling in gideros

Then create all the graphics for these dimensions and second twice as size that will be used as images. Here is what I have used before (for both IOS and Android):

#Scaling in gideros download#

Then you've got complete control over the scaling at runtime and, linked with downloading images more suitable for the device it's running on, would enable you to tailor your display to as many devices as possible to give much better results whilst making the initial download as lightweight as possible. And being able to either re-write or force which images are used would be the final one. Gideros not opening the default images to work out scaling for higher resolutions would be another (I have a thread here on this: ). Being able to set the scale mode at runtime was a good first step, being able to set the logical scaling (as mentions in this thread) is another good step. And that's where it gets more complicated.Ĭurrently we don't have the facilities to exert much control over this in Gideros. The problem is that whilst that basic is useful, if you're interested in optimising the display as much as possible on different devices, you have to go much further. Many developers I've seen use these packages then forget about it and don't worry about it any more. The thing about scaling is that Gideros (and other packages) make it easy to uniformly scale content to different screen sizes. As long as Gideros is adhering to the image scales you set in the project, then whatever you set the scaling to, Gideros should pick the right one from those settings. You would then be able to force the scaling using setLogicalScaleX/Y, so if you detect that by default Gideros is using 0.9, you could force it to use 1.0Īs far as I understand it the cropping is a bit of a red herring when thinking about what assets are used (at least it should be). For instance if you set your project to letterbox as default, your app will then be able to use getLogicalScaleX and getLogicalScaleY (which are already available) to work out what scale Gideros has selected by default. I think it would yes, you can set your own scalings then.















Scaling in gideros