I have a Quartz 2D game which draws directly onto a context. For this reason I am having to adapt the code so that it scales if appropriate for a Retina display. I am doing this using the following code:
- (CGFloat) displayScale
{
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]) {
return [[UIScreen mainScreen]scale];
}
else
{
return 1.0;
}
}
What I am now struggling with is how to manipulate my Quartz context in my -drawRect:
method to mulitply by the returned scale
value. Can anyone help me with this code ?