Reputation: 637
I am creating SKView and SKScene programatically in SpriteKit:
CGRect rect;
rect.origin.x = 0;
rect.origin.y = 0;
rect.size.width = 100;
rect.size.height = 200;
SKView* view = [[SKView alloc] initWithFrame:rect];
view.showsFPS = true;
view.showsNodeCount = true;
view.showsDrawCount = true;
CGSize size;
size.width = 100;
size.height = 100;
SKScene* scene = [[SKScene alloc] initWithSize:size];
scene.scaleMode = SKSceneScaleModeAspectFit;
[view presentScene:scene];
The first time the view is displayed, I get an incorrectly scaled scene:
However, if I resize or move the view a little, it becomes scaled correctly:
What am I doing wrong?
EDIT: This only happens on MaxOS (where SKView inherits from NSView), but not on iOS (where SKView inherits from UIView).
Upvotes: 0
Views: 32
Reputation: 637
I found out that there was another MacOS specific resizing of the window going on, which didn't send the resized notification to the views. This is a problem in the framework I am using (JUCE), and not in SpriteKit.
Upvotes: 1