Mobile screen sizes - another naive question
livfoss at mac.com
Fri Apr 10 16:20:27 EDT 2020
Brian this is terrific! Looking at it now.
thanks so much
> On 10 Apr 2020, at 15:18, Brian Milby via use-livecode <use-livecode at lists.runrev.com> wrote:
> Take a look at my mobileDemo repo:
> It lets you play around with showing how a stack developed at different
> sizes looks when presented on a device using the different
> FullScreenModes. I have not updated it for the new iPhoneX aspect ratios,
> but probably should do that (it has an option for "device max" resolution,
> so it should work fine on the new devices). I can't see anyone developing
> for that ratio though, it would look terrible on other devices (margins on
> left/right). There is also some code in there where I resize a graphic to
> the actual screen size when using a fullScreenMode that could be used to
> size a background image or to place something outside of the stack bounds
> but still be visible (I don't think any of the area outside of the stack
> rect will receive events, but I have not specifically tested that).
> I also built a stack last year to show how much space is not used when
> using different modes. I'll see if I can locate that and make it available.
> On Fri, Apr 10, 2020 at 6:32 AM Graham Samuel via use-livecode <
> use-livecode at lists.runrev.com> wrote:
>> Thanks Jacque - sounds very practical. fullScreenMode, here I come!
>>> On 9 Apr 2020, at 20:09, J. Landman Gay via use-livecode <
>> use-livecode at lists.runrev.com> wrote:
>>> On 4/9/20 11:47 AM, Richard Gaskin via use-livecode wrote:
>>>> Graham Samuel wrote:
>>>>> Folks, yet again I don’t know where to look for an answer in the LC
>>>>> The issue is the enormous variety of screen sizes on smart phones. For
>>>>> example the iPhone XS Max has 1242 pixels width, the iPhone 5 has 640.
>>>>> And there are many many more before we even get to tablets…
>>>>> The question is, how do most of you tackle this, and does LC help?
>>>>> Obviously an object taking up a fixed number of pixels on one phone
>>>>> will look absurdly large or small on another one, or of course may not
>>>>> fit on the screen at all. Not all objects can be vector drawings, and
>>>>> the ones that are still have to be resized according to device
>>>>> Is there anything better than the obvious trick of resizing everything
>>>>> in sight when the app is being initialised, including substituting the
>>>>> more sensitive graphics from a library of appropriate sizes? Seems
>>>> Is it all that tedious?
>>> Yes, unless you have a simple stack with only a few controls. If you
>> have hundreds of objects, dealing with each of them individually, even if
>> it's only one line that calls a handler, is a tedious time sink.
>>> Graham, experiment with fullscreenMode, which automates most of the
>> process. It isn't perfect and you'll need to make a few adjustments for
>> different screen sizes, but it's much easier than trying to adjust for
>> every possible screen ratio. LC implemented this specifically to take away
>> the pain as much as possible.
>>> Jacqueline Landman Gay | jacque at hyperactivesw.com
>>> HyperActive Software | http://www.hyperactivesw.com
>>> use-livecode mailing list
>>> use-livecode at lists.runrev.com
>>> Please visit this url to subscribe, unsubscribe and manage your
>> subscription preferences:
>> use-livecode mailing list
>> use-livecode at lists.runrev.com
>> Please visit this url to subscribe, unsubscribe and manage your
>> subscription preferences:
> use-livecode mailing list
> use-livecode at lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription preferences:
More information about the use-livecode