• 【转】cocos2d-x 2.0版本 自适应屏幕分辨率


    http://codingnow.cn/cocos2d-x/975.html

    我使用的版本是cocos2d-2.0-x-2.0.4,cocos2dx-2.0版本对多分辨率适配提供了很好的支持,使用起来比1.0版本要简单些,1.0版本的适配可以参考这篇博文
    1. 做2.0版本的适配首先需要了解下面这些知识。
    (1)适配策略
    2.0版本提供了三种适配策略:
    kResolutionNoBorder:超出屏幕的部分会被裁剪,两侧没有黑边,铺满屏幕,按图片原始比例显示,图片不变形。
    kResolutionShowAll:整个游戏界面是可见的,会按原始比例进行缩放,图片不变形,但两侧可能会留有黑边,不铺满屏幕。
    kResolutionExactFit:整个游戏界面是可见的,图片可能会进行拉伸或者压缩处理,铺满屏幕,图片会变形。
    可以根据自己的要求选择。
    (2)VisibleSize和VisibleOrigin
    getVisibleSize:表示获得视口(可视区域)的大小,如果DesignResolutionSize跟屏幕尺寸一样大,则getVisibleSize等于getWinSize。
    getVisibleOrigin:表示可视区域的起点坐标,这在处理相对位置的时候非常有用,确保节点在不同分辨率下的位置一致。
    (3)DesignResolutionSize
    DesignResolutionSize是一个比较重要的概念,其实2.0版本的适配跟1.0版本原理差不多,都是按比例进行缩放。这个DesignResolutionSize表示设计方案,就是你的游戏完美支持的分辨率方案,一般根据图片资源的尺寸来定,自适配时会按照这个分辨率计算出缩放因子。因此,这个值也应该是动态的,如果是横屏游戏则高度肯定是铺满屏幕的,宽度也要尽可能的铺满屏幕,因此应该选择宽高比最大的作为设计分辨率,下面的demo会给出使用方法。
    (4)设置相对位置
    在游戏中使用相对位置设置坐标的好处是显而易见的,这样就不需要为每个分辨率都定义一套坐标了。首先得定义一些参考点,引擎的TestCpp例子中就提供了一种方法,以屏幕上可视区域的9个点作为参考点,相当于在该矩形内写一个米字,这9个点分别是:左上、左、左下、下、右下、右、右上、上、中心。

    2. 下面来实现一个简单的demo,首先创建一个win32工程,这个就不详述了。
    (1)创建一个AppMacros.h文件,定义了一些宏,源码如下:

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    #ifndef __APPMACROS_H__
    #define __APPMACROS_H__
    #include "cocos2d.h"
    typedef struct tagResource
    {
        cocos2d::CCSize size;
        char directory[100];
    }Resource;
    //可用的资源尺寸
    static Resource smallResource = { cocos2d::CCSizeMake(480, 320),   "iphone" };
    static Resource mediumResource = { cocos2d::CCSizeMake(1024, 768), "ipad"   };
    static Resource largeResource = { cocos2d::CCSizeMake(2048, 1536), "ipadhd" };
    //设计方案
    static cocos2d::CCSize smallDesignResolutionSize = cocos2d::CCSizeMake(480.0f, 320.0f);
    static cocos2d::CCSize mediumDesignResolutionSize = cocos2d::CCSizeMake(1024.0f, 768.0f);
    static cocos2d::CCSize largeDesignResolutionSize = cocos2d::CCSizeMake(2048.0f, 1536.0f);
    //缩放因子,主要给文字标签使用
    #define SCALE_FACTOR (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / smallResource.size.width)
    #endif

    (2)接下来修改AppDelegate.cpp文件的applicationDidFinishLaunching函数,添加以下代码:

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    bool AppDelegate::applicationDidFinishLaunching()
    {
        // initialize director
        CCDirector *pDirector = CCDirector::sharedDirector();
        CCEGLView *pEGLView = CCEGLView::sharedOpenGLView();
        pDirector->setOpenGLView(pEGLView);
        CCSize frameSize = pEGLView->getFrameSize();
        float ratio = frameSize.width / frameSize.height;
        float ratio1 = largeDesignResolutionSize.width / largeDesignResolutionSize.height;
        float ratio2 = mediumDesignResolutionSize.width / mediumDesignResolutionSize.height;
        float ratio3 = smallDesignResolutionSize.width / smallDesignResolutionSize.height;
        float d1 = abs(ratio - ratio1);
        float d2 = abs(ratio - ratio2);
        float d3 = abs(ratio - ratio3);
        std::map<float, CCSize> designSize;
        designSize[d1] = largeDesignResolutionSize;
        designSize[d2] = mediumDesignResolutionSize;
        designSize[d3] = smallDesignResolutionSize;
        std::map<float, CCSize>::reverse_iterator iter = designSize.rbegin();
        //得到key最大的,因此我这里是横屏,所以以高度为基准,为了确保缩放后宽度能全屏,所以选取宽高比最大的为设计方案
        CCSize designResolutionSize = iter->second;
        //pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
        pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);
        //pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit);
        if (frameSize.height > mediumResource.size.height)
        {
            CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
            pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
        }
        else if (frameSize.height > smallResource.size.height)
        {
            CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory);
            pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height);
        }
        else
        {
            CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory);
            pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height);
        }
        pDirector->setDisplayStats(true);
        pDirector->setAnimationInterval(1.0 / 60);
        CCScene *pScene = HelloWorld::scene();
        pDirector->runWithScene(pScene);
        return true;
    }

    (3)创建VisibleRect.h和VisibleRect.cpp文件,封装了获取那9个点坐标的函数,比较简单。代码如下:
    VisibleRect.h

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    #ifndef __VISIBLERECT_H__
    #define __VISIBLERECT_H__
    #include "cocos2d.h"
    USING_NS_CC;
    class VisibleRect
    {
    public:
        static CCRect getVisibleRect();
        static CCPoint left();
        static CCPoint right();
        static CCPoint top();
        static CCPoint bottom();
        static CCPoint center();
        static CCPoint leftTop();
        static CCPoint rightTop();
        static CCPoint leftBottom();
        static CCPoint rightBottom();
    private:
        static void lazyInit();
        static CCRect s_visibleRect;
    };
    #endif

    VisibleRect.cpp

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    #include "VisibleRect.h"
    CCRect VisibleRect::s_visibleRect;
    void VisibleRect::lazyInit()
    {
        if (s_visibleRect.size.width == 0.0f && s_visibleRect.size.height == 0.0f)
        {
            CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
            s_visibleRect.origin = pEGLView->getVisibleOrigin();
            s_visibleRect.size = pEGLView->getVisibleSize();
        }
    }
    CCRect VisibleRect::getVisibleRect()
    {
        lazyInit();
        return CCRectMake(s_visibleRect.origin.x, s_visibleRect.origin.y, s_visibleRect.size.width, s_visibleRect.size.height);
    }
    CCPoint VisibleRect::left()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x, s_visibleRect.origin.y + s_visibleRect.size.height/2);
    }
    CCPoint VisibleRect::right()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x+s_visibleRect.size.width, s_visibleRect.origin.y + s_visibleRect.size.height/2);
    }
    CCPoint VisibleRect::top()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x + s_visibleRect.size.width/2, s_visibleRect.origin.y + s_visibleRect.size.height);
    }
    CCPoint VisibleRect::bottom()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x + s_visibleRect.size.width/2, s_visibleRect.origin.y);
    }
    CCPoint VisibleRect::center()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x + s_visibleRect.size.width/2, s_visibleRect.origin.y + s_visibleRect.size.height/2);
    }
    CCPoint VisibleRect::leftTop()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x, s_visibleRect.origin.y + s_visibleRect.size.height);
    }
    CCPoint VisibleRect::rightTop()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x + s_visibleRect.size.width, s_visibleRect.origin.y + s_visibleRect.size.height);
    }
    CCPoint VisibleRect::leftBottom()
    {
        lazyInit();
        return s_visibleRect.origin;
    }
    CCPoint VisibleRect::rightBottom()
    {
        lazyInit();
        return ccp(s_visibleRect.origin.x + s_visibleRect.size.width, s_visibleRect.origin.y);
    }

    (4)修改HelloWorldScene.cpp的init函数,使用相对位置设置坐标。

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    bool HelloWorld::init()
    {
        if ( !CCLayer::init() )
        {
            return false;
        }
        CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                            "CloseNormal.png",
                                            "CloseSelected.png",
                                            this,
                                            menu_selector(HelloWorld::menuCloseCallback));
        pCloseItem->setPosition(ccpAdd(VisibleRect::rightBottom(),
                                    ccp(-pCloseItem->getContentSize().width/2, pCloseItem->getContentSize().height/2)));
        CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
        pMenu->setPosition(CCPointZero);
        this->addChild(pMenu, 1);
        CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", SCALE_FACTOR * 24);
        pLabel->setPosition(ccpAdd(VisibleRect::top(),
                                ccp(0, -pLabel->getContentSize().height)));
        this->addChild(pLabel, 1);
        CCSprite* pSprite = CCSprite::create("HelloWorld.png");
        pSprite->setPosition(VisibleRect::center());
        this->addChild(pSprite, 0);
        CCSprite *pLogoSprite = CCSprite::create("icon.png");
        pLogoSprite->setAnchorPoint( ccp(0, 0.5) );
        pLogoSprite->setPosition(ccpAdd(VisibleRect::left(), ccp(50, 0)));
        this->addChild(pLogoSprite, 0);
        return true;
    }

    (5)创建窗口,main.cpp的主要内容:

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    AppDelegate app;
    CCEGLView* eglView = CCEGLView::sharedOpenGLView();
        //eglView->setFrameSize(2048, 1536);
        //eglView->setFrameSize(480, 320);
        //eglView->setFrameSize(800, 480);
        //eglView->setFrameSize(1024, 768);
        //eglView->setFrameSize(1280, 800);
        eglView->setFrameSize(1280, 768);
        //eglView->setFrameSize(960, 640);
        eglView->setFrameZoomFactor(0.5f);
    int ret = CCApplication::sharedApplication()->run();

    OK,到此为止,代码部分已经完成了,下面看看在各种分辨率和不同策略下的效果图:
    1. kResolutionShowAll策略
    (1)2048×1536

    (2)1024×768

    (3)480×320

    (4)800×480

    (5)1280×800

    (6)960×640

    2. kResolutionExactFit策略
    1280×768分辨率

    3. kResolutionNoBorder策略
    1280×768分辨率

    demo源码:http://download.csdn.net/detail/zhoujianghai/4847206

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  • 原文地址:https://www.cnblogs.com/yssgyw/p/3477078.html
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