Handling .gui and .t2d assets for both iPhone and iPad
by Justin Mosiman · in iTorque 2D · 12/10/2010 (2:38 am) · 3 replies
Hi all,
For those of you who are making both an iPhone and an iPad version of your game, how are you handling your .gui and .t2d level files? I can get the game running fine on the iPad, it's just that the .gui files look like they are running on an iPhone. The objects from the .t2d file are sized correctly for the iPad (screenshot on the top). I then thought that I could automatically scale the .gui files up for the iPad and everything would run well. I added the following code to GuiControl::addObject just as a quick check:
However, with this, the objects from the .gui file scale correctly, but the objects from the .t2d file have also increased in size (screen shot on the bottom).

I didn't think the objects in the .t2d file were this integrated with the objects in the .gui files. With this in mind, how is everybody else handling the multiple resolutions for these files? Am I approaching it correctly?
For those of you who are making both an iPhone and an iPad version of your game, how are you handling your .gui and .t2d level files? I can get the game running fine on the iPad, it's just that the .gui files look like they are running on an iPhone. The objects from the .t2d file are sized correctly for the iPad (screenshot on the top). I then thought that I could automatically scale the .gui files up for the iPad and everything would run well. I added the following code to GuiControl::addObject just as a quick check:
RectI iPadBounds = ctrl->getBounds(); iPadBounds.extent.x *= 2.1333; iPadBounds.point.x *= 2.1333; iPadBounds.extent.y *= 2.4; iPadBounds.point.y *= 2.4; ctrl->setBounds(iPadBounds);
However, with this, the objects from the .gui file scale correctly, but the objects from the .t2d file have also increased in size (screen shot on the bottom).

I didn't think the objects in the .t2d file were this integrated with the objects in the .gui files. With this in mind, how is everybody else handling the multiple resolutions for these files? Am I approaching it correctly?
#2
12/10/2010 (8:44 pm)
Sorry can't help Justin, we just went with separate apps for iPad and iPhone.
#3
12/11/2010 (6:12 pm)
Thanks Michael, I didn't realize t2dSceneWindow was a child of GuiControl. I added a field to GuiControl which says whether or not to scale the content based on the device. Now it scales perfectly!
Employee Michael Perry
ZombieShortbus