Widgets scaling issue

Hello,

I’m not sure if there’s still anyone using 320x480 setting in config.lua… Well I’m using 640x960 and thanks to that, all of the widgets are 2x smaller then they should be.

Is there a workaround for this? Any chance it could respect the values from config.lua?

I’ve tried scaling the widget, but then it does not behave properly [for example picker wheel highlights a row which isn’t in the middle of it etc.].

Is this coming to us, or should I work my way around it somehow?

Thanks

Krystian

Right now, widgets require a 320x480 content area.  I’ll check with Engineering to see where we might be in updating this to a larger screen area.

Rob

Right now, widgets require a 320x480 content area.  I’ll check with Engineering to see where we might be in updating this to a larger screen area.

Rob

Has there been any update to this? I did see the new adaptive scale but I need to use a size for my game. I really wanted to use a config setting of 640x960.

Thanks

The adaptave scale is based on Apple’s 320 point system and Google’s 160 dpi (I.e. 320 pixels on. 2in Screen). widgets are based on this and are only designed to work on 320 ppi content areas. Rob

Has there been any update to this? I did see the new adaptive scale but I need to use a size for my game. I really wanted to use a config setting of 640x960.

Thanks

The adaptave scale is based on Apple’s 320 point system and Google’s 160 dpi (I.e. 320 pixels on. 2in Screen). widgets are based on this and are only designed to work on 320 ppi content areas. Rob