집 >데이터 베이스 >MySQL 튜토리얼 >cocos2dx进阶学习之屏幕适配
http://blog.csdn.net/itcastcpp/article/details/18608437 背景 在学习cocos2dx时,我们在main函数中发现一句代码, [cpp] view plaincopyprint? #includemain.h #includeAppDelegate.h #includeCCEGLView.h USING_NS_CC; int APIENTRY_tWinMain( HINSTANCE
http://blog.csdn.net/itcastcpp/article/details/18608437
在学习cocos2dx时,我们在main函数中发现一句代码,
[cpp] view plaincopyprint?
#include "main.h" #include "AppDelegate.h" #include "CCEGLView.h" USING_NS_CC; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // create the application instance AppDelegate app; CCEGLView* eglView = CCEGLView::sharedOpenGLView(); eglView->setViewName("CrazyMario"); eglView->setFrameSize(480, 320); return CCApplication::sharedApplication()->run(); }
那就是eglView->setFrameSize(480,320),这句代码设置了窗口的大小,一般说来手机游戏需要全屏显示,所以对于不同分辨率的手机,setFrameSize要求不一样的。这样是不是很崩溃?因为我们代码里很多地方可能也要改,图片大小可能也要改,那怎么办呢?
其实cocos2dx已经为我们做好了这一切
这个方案就是调用eglView->setDesignResolutionSize(480, 320, kResolutionShowAll);来告诉cocos2dx,我的程序是按照480,320来设计的,那么setFrameSize如果不是480,320那么cocos2dx会按照比例给我们做适配,不用我们做别的事情。
在超级马里奥这个游戏里,在AppDelegate中已经调用了setDesignResolutionSize函数设置设计大小为480,320
那么在setFrameSize不同的情况下,也不会引起图片比例不合适的情况,只是窗口大小会发生变化而已
在480*320的情况下
在960*640的情况下,只是界面变大了,图片没有任何的不适合
第三个参数的取值范围如下:
[cpp] view plaincopyprint?
enum ResolutionPolicy { // The entire application is visible in the specified area without trying to preserve the original aspect ratio. // Distortion can occur, and the application may appear stretched or compressed. kResolutionExactFit, // The entire application fills the specified area, without distortion but possibly with some cropping, // while maintaining the original aspect ratio of the application. kResolutionNoBorder, // The entire application is visible in the specified area without distortion while maintaining the original // aspect ratio of the application. Borders can appear on two sides of the application. kResolutionShowAll, // The application takes the height of the design resolution size and modifies the width of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios kResolutionFixedHeight, // The application takes the width of the design resolution size and modifies the height of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios kResolutionFixedWidth, kResolutionUnKnown, };
kResolutionExactFit:会靠拉伸来填满屏幕,本例来说背景图会变形来填充屏幕,因为1024:768=1.3, 480:320=1.5,宽高比不同,图片也就无法等比缩放来填满屏幕,只能变形了。
kResolutionNoBorder: 看不到黑边,实际就是宽高等比缩放,但缩放比例取宽比和高比之中大的那一个。
kResolutionShowAll:全部显示,可以理解为保证内容都显示在屏幕之内,实际也是宽高等比缩放,但缩放比例取宽比和高比之中小的那一个。