I am starting to familiarize myself with Adobe Air development for Mobile Game Development. I am attempting to setup the necessary "scaffolding" for multi-device development. I have run into a few issues that I'm curious about, any feedback is appreciated.
Given the following minimal example:
executed in ADL (directory structures removed) like:
adl.exe -profile extendedMobileDevice -screensize iPhone -XscreenDPI 163 -XversionPlatform IOS ADLTest-app.xml ADLTest
Question 1. Is there a way to determine what device the emulator is emulating?
I am developing on Windows 8, so the result of Capabilities properties are native, e.g. Capabilities.os == "Windows 8" even though I am emulating for iOS/iPhone. This also affects properties like screenResolutionX. Therefore the emulator, isn't really emulating these properties, making it difficult to develop and test for the target platforms.
Question 2. Why does the resize event gets triggered twice?
[trace] resize [Event type="resize" bubbles=false cancelable=false eventPhase=2]
[trace] resize [Event type="resize" bubbles=false cancelable=false eventPhase=2]
The simple Starling scaffolding that I am testing with appears to trigger two resize events when using the emulator. I have not tested this on actual hardware yet. Is this an issue with the emulator? Why would it makes sense to trigger resize twice ever? (The example above triggers two immediately, but for some reason doesn't trigger resize events when changing the orientation, as it does in my Starling app-- I have no idea why.)
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Ideally I would like to setup Run/Debug targets for different types of targets (SWF, Desktop-Air, iPhone4, iPhone5s, Samsung S4, Nexus 10, etc.) and the environment should behave exactly the same as if it was running on that hardware (logically, not necessarilly from a performance standpoint).