cocos2d-x自適應屏幕

cocos2d-x自適應屏幕


我使用的版本是cocos2d-2.0-x-2.0.4,cocos2dx-2.0版本對多分辨率適配提供了很好的支持,使用起來比1.0版本要簡單些,1.0版本的適配可以參考這篇博文。
1. 做2.0版本的適配首先需要了解下面這些知識。
(1)適配策略
2.0版本提供了三種適配策略:
kResolutionNoBorder:超出屏幕的部分會被裁剪,兩側沒有黑邊,鋪滿屏幕,按圖片原始比例顯示,圖片不變形。
kResolutionShowAll:整個遊戲界面是可見的,會按原始比例進行縮放,圖片不變形,但兩側可能會留有黑邊,不鋪滿屏幕。
kResolutionExactFit:整個遊戲界面是可見的,圖片可能會進行拉伸或者壓縮處理,鋪滿屏幕,圖片會變形。
可以根據自己的要求選擇。
(2)VisibleSize和VisibleOrigin
getVisibleSize:表示獲得視口(可視區域)的大小,如果DesignResolutionSize跟屏幕尺寸一樣大,則getVisibleSize等於getWinSize。
getVisibleOrigin:表示可視區域的起點座標,這在處理相對位置的時候非常有用,確保節點在不同分辨率下的位置一致。
(3)DesignResolutionSize
DesignResolutionSize是一個比較重要的概念,其實2.0版本的適配跟1.0版本原理差不多,都是按比例進行縮放。這個DesignResolutionSize表示設計方案,就是你的遊戲完美支持的分辨率方案,一般根據圖片資源的尺寸來定,自適配時會按照這個分辨率計算出縮放因子。因此,這個值也應該是動態的,如果是橫屏遊戲則高度肯定是鋪滿屏幕的,寬度也要儘可能的鋪滿屏幕,因此應該選擇寬高比最大的作爲設計分辨率,下面的demo會給出使用方法。
(4)設置相對位置
在遊戲中使用相對位置設置座標的好處是顯而易見的,這樣就不需要爲每個分辨率都定義一套座標了。首先得定義一些參考點,引擎的TestCpp例子中就提供了一種方法,以屏幕上可視區域的9個點作爲參考點,相當於在該矩形內寫一個米字,這9個點分別是:左上、左、左下、下、右下、右、右上、上、中心。
2. 下面來實現一個簡單的demo,首先創建一個win32工程,這個就不詳述了。
(1)創建一個AppMacros.h文件,定義了一些宏,源碼如下:
#ifndef __APPMACROS_H__
#define __APPMACROS_H__

#include "cocos2d.h"

typedef struct tagResource
{
    cocos2d::CCSize size;
    char directory[100];
}Resource;

//可用的資源尺寸
static Resource smallResource  =  { cocos2d::CCSizeMake(480, 320),   "iphone" };
static Resource mediumResource =  { cocos2d::CCSizeMake(1024, 768),  "ipad"   };
static Resource largeResource  =  { cocos2d::CCSizeMake(2048, 1536), "ipadhd" };

//設計方案
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);

//縮放因子,主要給文字標籤使用
#define SCALE_FACTOR  (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / smallResource.size.width)

#endif

(2)接下來修改AppDelegate.cpp文件的applicationDidFinishLaunching函數,添加以下代碼:
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,因此我這裏是橫屏,所以以高度爲基準,爲了確保縮放後寬度能全屏,所以選取寬高比最大的爲設計方案
    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)創建VisibleRect.h和VisibleRect.cpp文件,封裝了獲取那9個點座標的函數,比較簡單。代碼如下:
VisibleRect.h
#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
#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函數,使用相對位置設置座標。
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)創建窗口,main.cpp的主要內容:
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,到此爲止,代碼部分已經完成了,下面看看在各種分辨率和不同策略下的效果圖:
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
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