It means that for 10.6" 2560x1440 display it will report the full window size as 1422x800 (180% less, can be checked with simulator - start simulator, change resolution and start your app). The similar - for 10.6" 1920x1080 it will be 140% less, for example. Some other cases are possible with other resolutions.
So the current cocos2d version does not handle it properly, and uses just a part of available screen space to show the data. This pull request is intended to fix the issue and improve the situation.
As a part of the fix - pointer press events are fixed (it was possible before that the coord is calculated incorrectly in some cases).
Also here is some other fixes:
HelloWorld compilation is fixed (FontLoader.cpp and FontFileStream.cpp added to the project file)
Pontential memory fix in case of DirectX call fail in 1 place
Latest release SDK does not compile DXTextPainter.h due to:
dxtextpainter.h(48): error C2035: a non-virtual destructor with 'internal' accessibility is not allowed for this type...
a non-virtual destructor must have 'protected private' or 'private' accessibility
Text drawing - do not lose the edge line on bottom/right - as floating point is widely used, it was possible that last visible line was lost with bitmap data.
Hi,
Win8 supports ResolutionScale property to improve UX for high-density displays: http://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspx http://msdn.microsoft.com/en-us/library/windows/apps/windows.graphics.display.resolutionscale
It means that for 10.6" 2560x1440 display it will report the full window size as 1422x800 (180% less, can be checked with simulator - start simulator, change resolution and start your app). The similar - for 10.6" 1920x1080 it will be 140% less, for example. Some other cases are possible with other resolutions.
So the current cocos2d version does not handle it properly, and uses just a part of available screen space to show the data. This pull request is intended to fix the issue and improve the situation.
As a part of the fix - pointer press events are fixed (it was possible before that the coord is calculated incorrectly in some cases).
Also here is some other fixes: