Livecode has included a command for dealing with the pixel and point issue….
"The iphoneUseDeviceResolution command specifies whether the full resolution of
high-resolution devices should be used.
By default, iOS handles this by mapping one logical 'point' to two physical
'pixels' with applications (LiveCode included) interpreting everything in terms
of logical points.
If the iphoneUseDeviceResolution command is passed true as the first argument,
LiveCode ensures that co-ordinates and sizes specified in LiveCode are treated
as being in pixels, rather than logical points. In particular, when changed, a
resizeStack message is sent notifying the size change of the current
main-stack, and functions and properties (such as the screenRect) reflects
co-ordinates in pixels.
If the iphoneUseDeviceResolution command is passed true as the second argument,
LiveCode ensures that co-ordinates and sizes specified in LiveCode for custom
controls are treated as being in pixels, rather than logical points.
Note: The notion of pixel and logical point remains valid on older devices, it
is just that it is always 1-1 thus using this command has no effect there. The
scale of the device's screen (relative to a non-Retina display) can be queried
using iphoneDeviceScale(). This function returns 2 if the display is a Retina
display, or 1 otherwise."
The problem is this is an all or nothing approach that does not translate well
to the desktop IDE environment that we have to work in and does not handle the
graphics that would be necessary to display a HD image where needed in a
button, image, etc. and a Normal image where not.
Originally I used true,false and then doubled my images but would fail when
using a mixed screen with images and native livecode controls.
-- Tom McGrath III
http://lazyriver.on-rev.com
[email protected]
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