cocos2dx3.1.1版本的手機屏幕適配

1.這是AppDelegate裏的方法

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
glview->setFrameSize(800, 480);//這裏的屏幕大小是指的Windowns下的,對手機沒有效果
        director->setOpenGLView(glview);
    }


    // turn on display FPS
    director->setDisplayStats(false);

//*****************關鍵點,在這裏加上下面倆句話,就實現了手機的屏幕適配

    auto designSize = Size(800,480);
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL);


    //CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800.0f,480.0f,kResolutionExactFit);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);


    // create a scene. it's an autorelease object
auto scene = MyTouchEvent2::createScene();


    // run
    director->runWithScene(scene);


    return true;
}

bool AppDelegate::applicationDidFinishLaunching() {

    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
glview->setFrameSize(800, 480);
        director->setOpenGLView(glview);
    }


    // turn on display FPS
    director->setDisplayStats(false);
    auto designSize = Size(800,480);
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL);
    //CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800.0f,480.0f,kResolutionExactFit);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);


    // create a scene. it's an autorelease object
auto scene = MyTouchEvent2::createScene();


    // run
    director->runWithScene(scene);


    return true;
}
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