Refactor positioning of FPS and memory counters for mobile

This commit is contained in:
KarimAkra
2025-04-16 15:51:27 +03:00
parent 3bdd7b20b0
commit c466e1aa12
3 changed files with 12 additions and 28 deletions
@@ -156,8 +156,8 @@ class FullScreenScaleMode extends flixel.system.scaleModes.BaseScaleMode
{
final game = FlxG.game;
cutoutBitmaps[i] = bitmap = new Bitmap(new BitmapData(ratioAxis == X ? Math.ceil(cutoutSize.x / 2) : Math.ceil(instance.gameSize.x),
ratioAxis == Y ? Math.ceil(cutoutSize.y / 2) : Math.ceil(instance.gameSize.y), true, 0xFF000000));
cutoutBitmaps[i] = bitmap = new Bitmap(new BitmapData(ratioAxis == X ? Math.ceil(cutoutSize.x / 2) : Math.ceil(FlxG.scaleMode.gameSize.x),
ratioAxis == Y ? Math.ceil(cutoutSize.y / 2) : Math.ceil(FlxG.scaleMode.gameSize.y), true, 0xFF000000));
game.parent.addChildAt(bitmap, game.parent.getChildIndex(game) + 1);
}
@@ -166,8 +166,8 @@ class FullScreenScaleMode extends flixel.system.scaleModes.BaseScaleMode
if (ratioAxis == X)
{
bitmap.x = (i == 0) ? -bitmap.width : instance.gameSize.x;
targetX = (i == 0) ? 0 : instance.gameSize.x - bitmap.width;
bitmap.x = (i == 0) ? -bitmap.width : FlxG.scaleMode.gameSize.x;
targetX = (i == 0) ? 0 : FlxG.scaleMode.gameSize.x - bitmap.width;
bitmap.y = 0;
targetY = 0;
}
@@ -175,8 +175,8 @@ class FullScreenScaleMode extends flixel.system.scaleModes.BaseScaleMode
{
bitmap.x = 0;
targetX = 0;
bitmap.y = (i == 0) ? -bitmap.height : instance.gameSize.y;
targetY = (i == 0) ? 0 : instance.gameSize.y - bitmap.height;
bitmap.y = (i == 0) ? -bitmap.height : FlxG.scaleMode.gameSize.y;
targetY = (i == 0) ? 0 : FlxG.scaleMode.gameSize.y - bitmap.height;
}
bitmap.alpha = 0;
@@ -206,12 +206,12 @@ class FullScreenScaleMode extends flixel.system.scaleModes.BaseScaleMode
{
if (bitmap == null)
{
trace("[WARNING] Tried to remove a cutout bar but there don't seem to be any cuout bars.");
trace("[WARNING] Tried to remove a cutout bar but there don't seem to be any.");
continue;
}
final targetX:Float = (i == 0 || ratioAxis == Y) ? ratioAxis == Y ? 0 : -bitmap.width : instance.gameSize.x;
final targetY:Float = (i == 0 || ratioAxis == X) ? ratioAxis == X ? 0 : -bitmap.height : instance.gameSize.y;
final targetX:Float = (i == 0 || ratioAxis == Y) ? ratioAxis == Y ? 0 : -bitmap.width : FlxG.scaleMode.gameSize.x;
final targetY:Float = (i == 0 || ratioAxis == X) ? ratioAxis == X ? 0 : -bitmap.height : FlxG.scaleMode.gameSize.y;
if (tweenDuration > 0.0)
{