Use value of UIScreen.MainScreen.Scale to support retina display - #2
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retina display resolution
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totallyeviljake
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Jun 8, 2013
Null checks for _mediaElement in handlers.
AgileJoshua
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May 31, 2014
Fix for concurrent modification of the resources list during disposeAll.
nkast
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Sep 25, 2014
There is a bug on WP8 (Lumia 620, Lumia Black) with the Obscure event. The bug occure sometimes when resume from the Lock screen and cause the app to pause on a black screen. It never happens when the phone is attacked to the debugger so this required some sort of on-screen logging to figure out. case #1 ApplicationIdleDetectionMode=Enabled (default) App is suspended either by timeout or power button. Obscured event triggered. IsLocked=true. It's safe to ignore the Obscure event since the OS deactivates the app anyway. IsActive is set to false by OnDeactivate. When the user unlock the phone Unobscure event triggered but *sometimes* another Obscured event arrive after that, causing to app to remain in IsActive=false state. That's why we need to ignore the event. case #2 ApplicationIdleDetectionMode=Disabled App is suspended either by timeout or power button. Obscured event triggered. IsLocked=true. We set IsActive=false on Obscure event as before. When the user unlock the phone Unobscure event triggered and we set IsActive=true. Actually a second obscured event is triggered following by an Unobscured, not an issue here. In that mode the OS doesn't deactivate the app, allowing the app to run under lock screen. note: actually MonoGame doesn't allow run under lock screen MonoGame#2084. case #3 ApplicationIdleDetectionMode=Enabled|Disabled App is suspended by a phone call. Obscured event triggered. IsLocked=false. We set IsActive=false on Obscure event. When the action that obscured the app ends, an Unobscure event is triggered and we set IsActive=true. No bug here. That is similar to case #2. The OS doesn't deactivate the app.
Decavoid
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Oct 28, 2014
KonajuGames
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Jul 11, 2015
Added Support for ATI compression
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MrPodunkian
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Dec 2, 2021
- Fixed the CueDefinition/SetSound functions incorrectly assigning th…
AristurtleDev
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Mar 11, 2024
Revert "Feature/cake frosting"
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tomspilman
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Oct 13, 2025
Several fixes for getting WindowsDX working. This is working off PR #9023 1. Fixed a bug where switching from multiple render targets back to a single render target wasn't properly handled. 6027892 2. Creating/setting a custom render target was never fully implemented. Custom render target is now created along with it's depth texture. Fixes #9021 6027892 4. Disposing of textures was not calling `FreeDescriptors` resulting in an eventual crash. 6027892 5. `MGG_Buffer_SetData` was not using the correct signature. Going to need more work. 6027892 6. Fixed bug where a buffer remains on the free list when it doesn't match the exact size. a04b281 --------- Co-authored-by: sepcnt <[email protected]> Co-authored-by: Sepcnt <[email protected]>
zignd
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Jul 30, 2026
Several fixes for getting WindowsDX working. This is working off PR MonoGame#9023 1. Fixed a bug where switching from multiple render targets back to a single render target wasn't properly handled. MonoGame@6027892 2. Creating/setting a custom render target was never fully implemented. Custom render target is now created along with it's depth texture. Fixes MonoGame#9021 MonoGame@6027892 4. Disposing of textures was not calling `FreeDescriptors` resulting in an eventual crash. MonoGame@6027892 5. `MGG_Buffer_SetData` was not using the correct signature. Going to need more work. MonoGame@6027892 6. Fixed bug where a buffer remains on the free list when it doesn't match the exact size. a04b281 --------- Co-authored-by: sepcnt <[email protected]> Co-authored-by: Sepcnt <[email protected]>
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This is a pretty minor change that adds the screen point to screen pixel scale factor to support of retina screen resolutions. It updates both the rendering and touch input handling to use the screen's pixel size (MainScreen.Bounds * MainScreen.Scale) instead of the screen's point size (MainScreen.Bounds).