Cocos2dx进阶学习之屏幕适配

背景

在学习cocos2dx时,我们在main函数中发现一句代码,

 1 #include "main.h"  
 2  
 3 #include "AppDelegate.h"  
 4  
 5 #include "CCEGLView.h"  
 6  
 7    
 8  
 9 USING_NS_CC;  
10  
11    
12  
13 int APIENTRY _tWinMain(HINSTANCE hInstance,  
14  
15                        HINSTANCE hPrevInstance,  
16  
17                        LPTSTR    lpCmdLine,  
18  
19                        int       nCmdShow)  
20  
21 22  
23     UNREFERENCED_PARAMETER(hPrevInstance);  
24  
25     UNREFERENCED_PARAMETER(lpCmdLine);  
26  
27    
28  
29     // create the application instance  
30  
31     AppDelegate app;  
32  
33     CCEGLView* eglView = CCEGLView::sharedOpenGLView();  
34  
35     eglView->setViewName("CrazyMario");  
36  
37     eglView->setFrameSize(480, 320);  
38  
39     return CCApplication::sharedApplication()->run();  
40  
41 }

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

结局方案

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

 

setDesignResolutionSize的参数

第三个参数的取值范围如下: 

 1 enum ResolutionPolicy
 2 {
 3     // The entire application is visible in the specified area without trying to preserve the original aspect ratio.
 4     // Distortion can occur, and the application may appear stretched or compressed.
 5     kResolutionExactFit,
 6     // The entire application fills the specified area, without distortion but possibly with some cropping,
 7     // while maintaining the original aspect ratio of the application.
 8     kResolutionNoBorder,
 9     // The entire application is visible in the specified area without distortion while maintaining the original
10     // aspect ratio of the application. Borders can appear on two sides of the application.
11     kResolutionShowAll,
12     // The application takes the height of the design resolution size and modifies the width of the internal
13     // canvas so that it fits the aspect ratio of the device
14     // no distortion will occur however you must make sure your application works on different
15     // aspect ratios
16     kResolutionFixedHeight,
17     // The application takes the width of the design resolution size and modifies the height of the internal
18     // canvas so that it fits the aspect ratio of the device
19     // no distortion will occur however you must make sure your application works on different
20     // aspect ratios
21     kResolutionFixedWidth,
22  
23     kResolutionUnKnown,
24 };

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。

posted @ 2014-03-10 18:47  【Winco】  阅读(2252)  评论(0编辑  收藏  举报