cocos2d-x 3 0 解析度自適應方案
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1. 簡介
對於cocos2dx的解析度方案原來一知半解,終於今天有機會給搞清楚了。在cocos2d-x中的幾種解析度:
1.1 Framebuffer解析度(其大小依賴於硬體裝置)
儲存在EGLViewProtocol類的Size _screenSize;
在nativeactivity.cpp的cocos_init中呼叫setFrameSize設定Framebuffer大小,Framebuffer大小在engine_init_display中呼叫以下程式碼獲取:
EGLint w, h; eglQuerySurface(display, surface, EGL_WIDTH, &w); eglQuerySurface(display, surface, EGL_HEIGHT, &h);
獲取方式:
EGLView::getInstance()->getFrameSize();
1.2 設計解析度(其大小依賴於遊戲設計人員,與硬體裝置無關)
遊戲UI設計人員或程式人員都是基於此尺寸進行設計。
獲取方式:
(1)遊戲設計視窗大小:Director::getInstance()->getVisibleSize(); //實際從EGLView中獲取
(2)遊戲設計視窗原點:Director::getInstance()->getVisibleOrigin(); //實際從EGView中獲取
2. 解析度自適應
解析度自適應:即把設計好的遊戲以全屏方式(但背景圖片不一定能全部顯示出來)顯示在目標裝置上,以給使用者最好的體驗。
可以通過EGLView::getInstance()->setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy)來告訴cocos2d-x 3.0遊戲設計解析度,然後cocos2d-x 3.0將自動根據設定的resolutionPolicy進行scale,以實現全屏顯示。
其參考程式碼及相關log如下所示:
#define DESIGN_WIDTH 1280#define DESIGN_HEIGHT 800bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // resolution information Size size; size= director->getWinSize(); log("***IDONG: Director getWinSize:w=%f,h=%f",size.width,size.height); size = director->getWinSizeInPixels(); log("***IDONG: Director getWinSizeInPixels:w=%f,h=%f",size.width,size.height); size = director->getVisibleSize(); log("***IDONG: Director getVisibleSize:w=%f,h=%f",size.width,size.height); Point point = director->getVisibleOrigin(); log("***IDONG: Director getVisibleOrigin:x=%f,y=%f",point.x,point.y); log("***IDONG: Director BS: getContentScaleFactor: scaleFactor=%f",director->getContentScaleFactor()); // set design resolution size eglView->setDesignResolutionSize(DESIGN_WIDTH,DESIGN_HEIGHT,ResolutionPolicy::NO_BORDER); log("***IDONG:\n"); log("***IDONG: Director AS: getContentScaleFactor: scaleFactor=%f",director->getContentScaleFactor()); size= director->getWinSize(); log("***IDONG: Director getWinSize:w=%f,h=%f",size.width,size.height); size = director->getWinSizeInPixels(); log("***IDONG: Director getWinSizeInPixels:w=%f,h=%f",size.width,size.height); size = director->getVisibleSize(); log("***IDONG: Director getVisibleSize:w=%f,h=%f",size.width,size.height); point = director->getVisibleOrigin(); log("***IDONG: Director getVisibleOrigin:x=%f,y=%f",point.x,point.y); // create a scene. it's an autorelease object auto scene = StartLayer::createScene(); // run director->runWithScene(scene); return true;}
相關log資訊:
Director getWinSize:w=1920.000000,h=1032.000000Director getWinSizeInPixels:w=1920.000000,h=1032.000000Director getVisibleSize:w=1920.000000,h=1032.000000Director getVisibleOrigin:x=0.000000,y=0.000000Director BS: getContentScaleFactor: scaleFactor=1.000000Director AS: getContentScaleFactor: scaleFactor=1.000000Director getWinSize:w=1280.000000,h=800.000000Director getWinSizeInPixels:w=1280.000000,h=800.000000Director getVisibleSize:w=1280.000000,h=688.000000Director getVisibleOrigin:x=0.000000,y=56.000000
2.1 顯示規則
1) 遊戲背景畫面不一定能全部顯示,但關鍵部分必須顯示,所以在背景畫面上的四周不要放置重要資訊
2) 遊戲元素必須全部顯示,且其位置基於Director::getVisibleSize和Director::getVisibleOrigin 來進行放置,如需要把一個sprite放置於螢幕中央,其程式碼可以為:
Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); ////////////////////////////// // 2. add background //auto sprite = Sprite::create("map_logo_ocean_001_sx.jpg",Rect(0,168,visibleSize.width,visibleSize.height)); auto sprite = Sprite::create("map_logo_ocean_001_sx.jpg"); // position the sprite on the center of the screen sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(sprite, 0);