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I made a simple test app, portrait mode targeting iPhone (no 6/6Plus launch image) with just a CCTextField.
The CCTextFIeld looks okay on iPhone 5s, but the input cursor and text is too high on iPhone 6 Plus.
Sample project: https://dl.dropboxusercontent.com/u/147970342/githubissues/cocos2d34betatextfieldtest.spritebuilder.zip
Cocos2D version is the one bundled with SpriteBuilder 1.4.0 (20150127ish)
iPhone 5s looks okay:
iPhone 6 Plus, cursor and text origin too high:
The text was updated successfully, but these errors were encountered:
I think I found out how to fix this. There is a line in init of CCPlatformTextFieldIOS:
_scaleMultiplier = [CCDirector sharedDirector].contentScaleFactor/[UIScreen mainScreen].scale;
It really messes things up if you run your app on an iPhone 6 Plus (maybe also iPhone 6?) in iPhone 5 mode, i.e. scaled mode. I just change to
_scaleMultiplier = 1.0;
and it works for my app... Not sure if this breaks things if you don't run in scaled mode, or on other occasions.
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I made a simple test app, portrait mode targeting iPhone (no 6/6Plus launch image) with just a CCTextField.
The CCTextFIeld looks okay on iPhone 5s, but the input cursor and text is too high on iPhone 6 Plus.
Sample project: https://dl.dropboxusercontent.com/u/147970342/githubissues/cocos2d34betatextfieldtest.spritebuilder.zip
Cocos2D version is the one bundled with SpriteBuilder 1.4.0 (20150127ish)
iPhone 5s looks okay:
iPhone 6 Plus, cursor and text origin too high:
The text was updated successfully, but these errors were encountered: