ios资源加载策略
做了好几个月的ios,大框架都是别人搭好的,自己只是实现逻辑,很是失落。慢慢开始整理学习一些概念类的东西吧,希望自己能提高点。
cocos2d-x从cocos2d-2.0-x-2.0.2开始,考虑到自己是跨平台的引擎,并且Android有许多不同的分辨率,所以不再使用利用对图片加后缀hd ipad ipadhd 进行加载的策略。
本质上来说,资源的加载策略,就是为了应对不同平台的不同分辨率的。
新的加载策略如下:
从CCFileUtils的setResourceDirectory设置的目录中去寻找。如果找不到则会在Resource/目录下查找。
一般情况下,我们在AppDelegate.cpp的applicationDidFinishLaunching函数中设置此目录。
CCFileUtils::sharedFileUtils()->setResourceDirectory( "ipadhd" );
这样当你创建一个精灵时:
CCSprite * test = CCSprite::create("abc.png");
Cocos2d-x会首先在Resources/ipadhd 目录下查找abc.png文件,如果没有,则回到Resources 目录下寻找。
需要注意的是,使用setResourceDirectory设置时,默认父目录是Resource。
如果你是这样设置的
CCFileUtils::sharedFileUtils()->setResourceDirectory( "../ipadhd" );
那么,Cocos2d-x会首先在和Resources同级的目录ipadhd中查找文件,注意,是同级。如果没有,则回到Resources 目录下寻找。
有一个问题,不同的平台我们可以设置不同的资源文件夹。但是,有可能我们设置的查找资源文件夹可能是多个,而setResourceDirectory无法满足这个需求的。cocos2d-x官方管这个叫分布式策略。
所以cocos2d-x从2.1开始,已经不支持setResourceDirectory方法了,而是用新的方法setSearchResolutionsOrder替代。这样,我们可以根据不同的平台,设置cocos2d查找文件的路径为多个。注意看这个方法的参数,是vector类型的,这样满足了我们的需求了。其查找侧略还是没有变的。
virtual void setSearchResolutionsOrder(const std::vector<std::string>& searchResolutionsOrder);
cocos2d-x文档中对此方法的描述如下,是从http://blog.csdn.net/some_do/article/details/8914748 这里借鉴过来的,我也没有翻译,不过很简单,相信大家都能看懂:
1.1. Developer guilde
CCFileUtils::setSearchResolutionsOrder() is added to support distributed strategy. You can set searching resolutions order like this
std::vector<std::string> resDirOrders; if (resolution is ipad retina) { resDirOrders.push_back("resources-ipadhd"); resDirOrders.push_back("resources-ipad"); resDirOrders.push_back("resources-iphonehd"); } CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders);
After setting searching resolutions order, suppose we create a sprite like this
CCSprite *sprite = CCSprite::create("images/tex.png");
Engine will find tex.png in the following sequence
find it in images/resources-ipadhd/
if not found, find it in images/resources-ipad/
if not found, find it in images/resources-iphonehd/
if not found, find it in images/ (这个必须重点理解,其实是把目标图片的第一层父目录指为setSearchResolutionsOrder中设置的。)
1.2. Notes
This strategy is not suitable for multi-resolution adaption, because there are too many resolutions on Android. You can not provide all resources for all resolutions, then set searching order based on resolutions, such as
std::vector<std::string> resDirOrders; if (resolution is reslution1) { resDirOrders->push_back("path1"); resDirOrders->push_back("path2"); ... } else if (resolution is resolution2) { resDirOrders->push_back("path-a"); resDirOrders->push_back("path-b"); ... } ... CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders);
2. Centralized strategy
2.1. Why use a different mechanism than cocos2d-iphone
Cocos2d-iphone uses -hd, -ipad, -ipadhd to determine which picture to load. This mechanism is good enough for iOS platform, but is not so suitable for Android, because it has many different resolutions. Cocos2d-x is a cross platform engine, so it should use another mechanism.
2.2. What is the new mechanism
Cocos2d-x uses the new mechanism to load a picture since version cocos2d-2.0-x-2.0.2. It does not use -hd, -ipad, -ipadhd suffixes to indicate images for different resolutions. The mechanism is: Try to find a picture in the paths set by CCFileUtils::setSearchPaths() firstly, if it's not found, then find the picture in Resources/
// set searching paths to "/mnt/sd/example" and "/data/data/org.cocos2dx.example" vector<string> searchPaths; searchPaths.push_back("/mnt/sd/example"); searchPaths.push_back("/data/data/org.cocos2dx.example"); CCFileUtils::setSearchPaths(searchPaths); // engine will find "1.png" in /mnt/sd/example, if there it is not found, then engine will find "1.png" in /data/data/org.cocos2dx.example // if not found, engine will find "1.png" in Resources/ (this path is platform dependent) CCSprite *pSprite = CCSprite::create("1.png");
It is easy to add searching path to engine. Using this method, you can load resources into a path you know, then set this path to engine. Engine will find a resource in this path if needed.
2.3. Developer guide
Do not use -hd, -ipad, -ipadhd suffixes any more. Instead, put all hd files in a directory, then all ipad files in another directory, and so on, then set resource directory to tell the engine where to find a picture. If you want to share some resources between different resolutions, then you can put all shared resources in Resources/, and put resolution specified resources in different directories. You can refer to samples/HelloCpp for more information.
这个例子是我经过测试的:
std::vector<std::string> pat; pat.push_back("i"); CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(pat); CCSprite * a = CCSprite::create("images/share/a.png");
如果此时,我的Resourecs/images/share/a.png是存在的,则不会报错。如果不存在,则报错。
如果 Resourecs/images/share/i/a.png是存在的,而Resourecs/images/share/a.png不存在,不会报错。
目前我正在做的项目,是没有设置这个setSearchResolutionsOrder的。我们在创建一个图片精灵的时候直接使用:
CCSprite *m_pBackSprite = CCSprite::create( "Images/ipadhd/a.png" );
此时,cocos2d-x直接在Resources/Images/ipadhd/a.png 查找此文件,如果找不到,则会报错。
总结了一张图: