How do you create a Splash Screen per iOS device resolution and color scheme in Expo? - expo

I only saw two options in app.json
tablet and non-tablet.
I was wondering if there's a way to put in specific resolutions for the splash screens? This is to attempt to conform to Launch Screens in their HIG which makes more sense as it continues to smooth down the path from launch to app (and not be a artistic/marketing slide)

Related

SDL2 Fullscreen resolution issue (extending render over second screen)

I am using multiple monitors on my PC. One of them is a TV. When I launch my application on my regular monitors, the application gets scaled properly.
However, when I run the application in fullscreen on my TV, the resolution will be too large and the output shows partially on another screen (see the blue colored output in my screenshot).
The TV is connected via HDMI and uses the same resolution as the other screens (1920x1080). It seems to be a software issue, because the output is partially visible on another screen.
I am using the following code to toggle fullscreen mode:
SDL_SetWindowFullscreen( m_Window, SDL_WINDOW_FULLSCREEN );
Any ideas on how to solve this issue?
UPDATE
When I make the TV my main display in Windows, it seems to fit properly on the TV. However, it still shows partially on the other screen (but this time it shows twice) and the mouse positioning is incorrect on the TV. Maybe the resolution is changed differently?
UPDATE 2
Windows 10 allows font sizes to be changed on a monitor. This is why my resolution detection in SDL2 identified a different resolution for my TV. Now I need to find a way to work around this.

Accessing Windows 8/10 Volume OSD Colors

Windows has this little overlay that pops up when you change the volume
I'm implementing a similar notification overlay and I'd like to theme it consistently with this existing overlay without hard-coding magic values. Is there a way to access the colors, font, font color and/or positioning associated with this?
The music information appears to come from the Groove Music application and I'm not sure if that is exposed for user applications to leverage, but the volume bar is a system-wide thing that I would hope I'm able to get some basic information about.
Neither GetSysColor nor GetThemeSysColor appear to have any colors that match.
That music overlay/controller is available to store applications so maybe if you port your application to UWP with the Desktop Bridge you might be allowed to use it.
It would not surprise me if the source of these colors are related to the undocumented GetImmersiveColorFromColorSetEx function in uxtheme.dll.
You can see a list of some of the color names here.

DesktopDuplicatipn API windows8 does not capture fullscreen games

I was experimenting with desktopduplication api sample code and it was mentioned here that
even full screen DirectX applications can be duplicated.
Also here it is mentioned that
The following components of the operating system can generate the desktop image:
The DWM by composing the desktop image
A full-screen DirectX or OpenGL application
An application by switching to a separate desktop, for example, the secure desktop that is used to display the login screen
However when I tested the sample code with multiple monitors provided here, it worked fine for other applications running on desktop but when I started a fullscreen directx application, the running applications in the background are pushed onto the secondary monitor and only the secondary monitor is captured in the duplicated window.
What might be the reason for this? I ran the exact sample code provided by MSDN. Is there something more I need to do in order to capture DirectX fullscreen games using DesktopDuplication API

C++ Creating a Screen Saver for Windows

I have created an animation in C++ using OpenGL and SDL (it uses no Windows libraries) and wish to use it as a screen saver for a Windows system. I read one example: it describes that you simply have to change the .exe extension to .scr.
I have done that and ran the animation as a screen saver but I noticed that the animation did not run smoothly at all. As if there was a loss in the application performance.
The application I made creates the animation, sets it to full screen, hides the cursor and handles all keyboard input. How can I make my application run smoothly as a screen saver?
It's more than just renaming the file.
At the bare minimum you must support correct behavior in response to the following command line parameters (taken from Microsoft):
ScreenSaver - Show the Settings dialog box.
ScreenSaver /c - Show the Settings dialog box, modal to the
foreground window.
ScreenSaver /p <HWND> - Preview Screen Saver as child of window <HWND>.
ScreenSaver /s - Run the Screen Saver.
If multiple instances of your executable are being started and run as a full screen screen saver (the screen saver should only actually run if /s is specified), that may be the cause of your performance issues. You should verify that in e.g. Task Manager.
Hope that helps.

Cocos2d-Things appear bigger in simulator

I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.