Game Development Community

GUI doesn't switch between iPhone and iPad artwork

by Andy Hawkins · in iTorque 2D · 08/05/2012 (3:01 am) · 2 replies

I've created two versions of the splash screen of my demo game for my students. It's a ball rolling game but I digress.

This is script below. Only problem is, it shows both the iPhone splash screen and the iPad version regardless of if I set the game to iPhone or iPad. Is the GUI broken? If it is, how can I detect in script what I'm running on, that way I can turn one or the other off.

//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(mainScreenGui) {
   canSaveDynamicFields = "0";
   PlatformTarget = "UNIVERSAL";
   isContainer = "1";
   Profile = "GuiDefaultProfile";
   HorizSizing = "width";
   VertSizing = "height";
   Position = "0 0";
   Extent = "1024 768";
   MinExtent = "480 320";
   canSave = "1";
   Visible = "1";
   hovertime = "1000";

   new t2dSceneWindow(sceneWindow2D) {
      canSaveDynamicFields = "0";
      PlatformTarget = "UNIVERSAL";
      isContainer = "0";
      Profile = "GuiDefaultProfile";
      HorizSizing = "width";
      VertSizing = "height";
      Position = "0 0";
      Extent = "1024 768";
      MinExtent = "480 320";
      canSave = "1";
      Visible = "1";
      tooltipprofile = "GuiDefaultProfile";
      hovertime = "1000";
      lockMouse = "0";
      useWindowMouseEvents = "1";
      useObjectMouseEvents = "1";
   };
   new GuiBitmapButtonCtrl(splashScreeniPad) {
      canSaveDynamicFields = "0";
      internalName = "splashScreeniPad";
      PlatformTarget = "IPAD";
      isContainer = "0";
      Profile = "GuiDefaultProfile";
      HorizSizing = "right";
      VertSizing = "bottom";
      Position = "0 0";
      Extent = "1024 768";
      MinExtent = "8 2";
      canSave = "1";
      Visible = "1";
      Command = "splashScreeniPad.setVisible(false);";
      ToolTip = "Click Screen To Play";
      hovertime = "1000";
      groupNum = "-1";
      buttonType = "PushButton";
      useMouseEvents = "0";
      bitmap = "data/images/BlockmazeSplashScreen3.png";
   };
   new GuiBitmapButtonCtrl(splashScreeniPhone) {
      canSaveDynamicFields = "0";
      internalName = "splashScreeniPhone";
      PlatformTarget = "IPHONE";
      isContainer = "0";
      Profile = "GuiDefaultProfile";
      HorizSizing = "right";
      VertSizing = "bottom";
      Position = "0 0";
      Extent = "480 320";
      MinExtent = "8 2";
      canSave = "1";
      Visible = "1";
      Command = "splashScreeniPhone.setVisible(false);";
      hovertime = "1000";
      groupNum = "-1";
      buttonType = "PushButton";
      useMouseEvents = "0";
      bitmap = "data/images/BlockmazeSplashScreen3_iphone.png";
   };
};
//--- OBJECT WRITE END ---

#1
08/05/2012 (4:18 am)
Well I found this. But why does't the GUI work?
if(($pref::iOS::DeviceType != $iOS::constant::iPad))
         {
#2
08/05/2012 (8:57 am)
Also I found on the device itself it works properly. Just when testing through the iTorque2D editor it shows both.