Aha! I think I understand the cause of my problem now.
Currently there are the following Apple devices:
ipod/iphone no retina (<=3G) -> 320 x 480
ipod/iphone retina (4G) -> 640 x 960
ipod/iphone retina (5G) -> 640 x 1136
ipad1/ipad2/mini -> 768 x 1024
ipad3 -> 1536 x 2048
There is some objective-c code missing, but the part you posted determines which one of these devices it is, retina or non-retina. It makes this destinction between the old devices where max(dg_resx, dg_resy) == 1024 and the new devices where max(dg_resx, dg_resy) > 1024 (namely 2048 for ipad3 or 1136 for iPhone5).
My Snake Slider project has a problem here, because it is 'universal' app and I want to support both the new iPhone4 and the old iPad2, but not the new iPad3 (because I don't have retina graphics files for 2048*1536, also the appsize would become huge). So, I have set the resolution for iPhone in project options to 768 x 1024 (='old ipad2'). On the new iPad I want it to use 1024*768 and use a scale factor (which works correct now in v11). However, I thought this would also "encapsulate" the new iPhone (640x960) resolution but apparently it doesn't.
So, I think using the following code would fix this problem:
//if(max(dg_resx,dg_resy) == 960 || max(dg_resx, dg_resy) > 1024 ) // wants retina in iPhone4 or iPad3
if(max(dg_resx,dg_resy) == 960 || max(dg_resx, dg_resy) == 2048 ) // wants retina in iPhone4 or iPad3
Or better yet, also add iPhone 5 support
if(max(dg_resx,dg_resy) == 960 || max(dg_resx, dg_resy) == 1136 || max(dg_resx, dg_resy) == 2048 )