Hi @slackmoehrle
I was using cocos2dx 3.14 and developing game with my iPhone6 , in that if i run Director::getInstance()->getWinSize return actual size of device i.e Size(1136,640).
But when i am using it in cocos2dx 3.17 it return Size(960,640) .
How can i get actual size of device and could you please brief me reason of this change .
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::EXACT_FIT);
}
This is the only code which i have on applicationDidFinishLaunching
My designresolution is designResolutionSize = cocos2d::Size(1024, 768);
I’m using Appdelegate from 3.17 but i have remove director->setConenteScaleFactor code from file after glview created
Below i have attached my appdelegate file AppDelegate.cpp (4.5 KB)
// Set FinalScaling Factor
AppHelper::getInstance()->setGLViewScaling(Vec2(glview->getScaleX(), glview->getScaleY()));
Here i m only setting proprty to my singleton class .
Ok
I’m sharing what i found while debugging is = FromAppConroller.mm we call cocos2d::GLViewImpl::createWithEAGLView(( **__bridge** **void** *)_viewController.view)
this method and from that
Do you feel running cocos new .. with 3.17.1 does all the right pieces for an iOS app in terms of launch images, setup, etc? Perhaps these templates are getting a bit long in the tooth?