Comments (7)
Looks like the resize()
action/wireup is the problem. If I take that out, the image looks good on the screen. and the progress ring sits in the right spot as well.
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Possible error, one we observed in pre-release, was that splashscreen.Bounds was 0,0 all the time. A work around will be to not use resize() when it is detected as 0,0. A little bit of a hack, though. Even still, it might be the only thing we could do. Will you check?
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will do.
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I have filed the same issue in the SplashScreen sample of Windows-Universal-Samples repo. Basically the reported splash screen size on mobile is the raw size without applying scale factor while on PC, the reported size is the scaled size. I would really like to know if this behavior will be fixed before RTM or not.
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@JerryNixon I'm mostly blocked by the issue I mentioned on twitter; I think the splash screen's got something going on with it.
For example, when I change this line in Minimal's App.xaml.cs:
await Task.Delay(50);
(which waits for only 50ms)
to
await Task.Delay(50000);
(wait for 50 seconds)
it doesn't make a bit of a difference in how long the splash is shown... Looks like it might be something that was caused by a recent code change. commits I pulled this weekend have the delay working...
from template10.
I can, however, confirm that
if (splashScreen.ImageLocation.Left != 0 || splashScreen.ImageLocation.Top != 0)
{ // https://github.com/Windows-XAML/Template10/issues/55
MyImage.Height = splashScreen.ImageLocation.Height;
MyImage.Width = splashScreen.ImageLocation.Width;
MyImage.SetValue(Canvas.TopProperty, splashScreen.ImageLocation.Top);
MyImage.SetValue(Canvas.LeftProperty, splashScreen.ImageLocation.Left);
ProgressTransform.TranslateY = MyImage.Height / 2;
}
causes the image to not be resized out of view on mobile and lets everything look nice.
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Fixed it.
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