universal

iOS Universal Device App with SpriteKit, how to scale nodes for all views?

落爺英雄遲暮 提交于 2019-11-26 20:32:55
I want to make a landscape app to be universal , so that the sprite nodes scale proportionally to whatever view size is running the app. I'd like an entirely programmatic solution because I don't like the IB. My game is pretty simple, and I don't need scrolling or zooming of any kind, so the whole game will always be present and take up the entire view. Is it possible that what I'm looking for is to change the size of the scene to always fit the view? If so, can you explain this thoroughly because I've tried changing this section of my view controller if let scene = GameScene(fileNamed:

Convert simple iPhone app to Universal app

≯℡__Kan透↙ 提交于 2019-11-26 20:29:31
问题 I have very simple iPhone app, which uses just UIButtons , UIlabels , UITableView . without any custom controllers and graphics. How can I convert app to universal with that UI? 回答1: First update the application target device to Universal. Update the application target device to Universal. Check the Info.plist for NSMainNibFile & NSMainNibFile~ipad keys. For all other views, have two different NIB. For example FirstView.xib & FirstView~ipad.xib. iOS runtime will load the proper view based on

Why “universal references” have the same syntax as rvalue references?

筅森魡賤 提交于 2019-11-26 15:35:22
问题 I just made some research about those (quite) new features and I wonder why C++ Committee decided to introduce the same syntax for both of them? It seems that developers unnecessary have to waste some time to understand how it works, and one solution lets to think about further problems. In my case it started from problem which can be simplified to this: #include <iostream> template <typename T> void f(T& a) { std::cout << "f(T& a) for lvalues\n"; } template <typename T> void f(T&& a) { std:

iOS Universal Device App with SpriteKit, how to scale nodes for all views?

回眸只為那壹抹淺笑 提交于 2019-11-26 09:01:52
问题 I want to make a landscape app to be universal , so that the sprite nodes scale proportionally to whatever view size is running the app. I\'d like an entirely programmatic solution because I don\'t like the IB. My game is pretty simple, and I don\'t need scrolling or zooming of any kind, so the whole game will always be present and take up the entire view. Is it possible that what I\'m looking for is to change the size of the scene to always fit the view? If so, can you explain this