iOS AudioDeviceSelectorComponent flickers, no dB readout

Running AudioDeviceSelectorComponent on the iPad causes a "flicker" when it initially draws a drop-down box, it appears to draw a very large box in white and then scales it down to the necessary size. When you first use it it looks like its just not working at all.

BTW, how can I put a different background on the AudioDeviceSelectorComponent? I'm using a black background, so you can't read the text on the left.

Also, the dB readout doesn't show up at all, not sure why? (The one that indicates its getting a signal)

Please don't post bugs without trying the latest version first. I fixed the flicker thing a couple of weeks ago.

It looks like flicker isn't a problem on the latest version from git. I'll make sure to stay up to date, I didn't realize the rapid pace of changes (which is great!).

Running the IOS simulator in IPhone 4" retina display mode, a CallOutBox of 500px takes up all of landscape mode with (and more). I was surprised as I'd expect it to be roughly half. Am I misusing the simulator, or is there something wrong with my JUCE code? In iPad mode, it appears as I'd roughly expect.

Not sure I understand.. A calloutbox takes its size from the thing you put inside it, so maybe you should just give it a smaller component?

So running a 4" retina iOS IPhone should have about 1000px wide (landscape). A callout box with a component 500px wide takes up the whole width plus a bit. It sounds like the first issue described here below, but just in the CallOutBox:

http://www.juce.com/forum/topic/ios-issues-found-during-juce-evaluation

All I can think is the simulator is messed up somehow, or the component is getting resized. However, all the components are set to a fixed size using the Introjucer UI editor, so I don't think that's it.

The post you linked to is way out of date.

And you can make a calloutbox (or any other component) any size you want, so how can its size be a bug? You can even apply a transform to adjust its overall scale, or adjust the global scale factor of everything. It's entirely up to you how you size + position all these things.

Its not apparently a bug, but it doesn't make any sense to me. Printing out the bounds (on resize), its rendering to a 480x320 (or thereabout) screen, when I resize in the simulator, it has no effect to juce rendering, which doesn't surprise me.

So, the only thing I don't understand is why the retina simulator thinks it should only be 480x320? Not a Juce issue, but something seems off. 

So reading on this, I see that retina does return 480x320:

http://www.markj.net/iphone-4-2x-graphics-scale-ipad/
http://stackoverflow.com/questions/4772647/simulator-iphone-retina-has-wrong-screen-resolution

However, its not clear what this means as far as rendering in juce. I imagine juce will have the proper DPI numbers, but will it render gradients appropriately, etc? Or, do I have to do something?