Fullscreen Scale Outer broken with Advert Bar

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From the Asset Store
a ready made template of Mobile Advert, Google Play and Mobile IAP Plugin,
  • Problem Description

    Game scales incorrectly when set to "fullscreen scale outer" and exported with the advert bar option (set to bottom).

    This problem has only presented itself on the iPad Retina (3) in both Safari and Chrome. The scaling is correct on Chrome for PC and Chrome for Android running on a Nexus 7.

    Less important but related is that WindowWidth and WindowHeight do not respond as expected. I assume this is from the iFrame used for the advert?

    Exported example:

    https://dl.dropboxusercontent.com/u/225 ... index.html

    Attach a Capx

    https://dl.dropboxusercontent.com/u/225 ... enbug.capx

    Description of Capx

    The example file contains no events or actions. The important features are the "Fullscreen in browser" value (scale outer) and the method of export (HTML5 website, advert bar style).

    Steps to Reproduce Bug

    • Step 1: Set Fullscreen option to "scale outer."
    • Step 2: Export HTML5 website with advert bar option (set to bottom) enabled.
    • Step 3: Run game on iPad Retina (other iOS devices untested so far). Load game in Portrait orientation.
    • Step 4: Rotate iPad to Landscape orientation.
    • Step 5: Problem does not change when game is loaded in Landscape orientation.

    Observed Result

    The view is scaled in too far--neither the full view nor the advert bar are visible.

    Expected Result

    View should scale to fully fit the screen while maintaining room at the bottom for the advert bar. In the provided example, both "TITLE" and "start" should remain visible.

    Affected Browsers

    • iOS Safari: YES
    • iOS Chrome: YES
    • Android Chrome: NO
    • PC Chrome: NO

    Operating System and Service Pack

    iOS 7

    Construct 2 Version ID

    173

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  • I think this is because iOS has buggy frames support. I've added the workaround we've used elsewhere to these templates for the next build, hopefully that will fix it.

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