本文整理汇总了C++中CCDirector::setContentScaleFactor方法的典型用法代码示例。如果您正苦于以下问题:C++ CCDirector::setContentScaleFactor方法的具体用法?C++ CCDirector::setContentScaleFactor怎么用?C++ CCDirector::setContentScaleFactor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCDirector
的用法示例。
在下文中一共展示了CCDirector::setContentScaleFactor方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
CCSize screenSize = pEGLView->getFrameSize();
CCSize designSize = CCSize(2048, 1536);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionExactFit);
if (screenSize.height > 768) {
pDirector->setContentScaleFactor(1536/designSize.height);
} else if (screenSize.height > 320) {
pDirector->setContentScaleFactor(768/designSize.height);
} else {
pDirector->setContentScaleFactor(380/designSize.height);
}
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = GameLayer::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
示例2: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
srand(time(NULL));
pDirector->setOpenGLView(pEGLView);
// Set the design resolution
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize frameSize = pEGLView->getFrameSize();
vector<string> searchPath;
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height > mediumResource.size.height)
{
searchPath.push_back(largeResource.directory);
pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
searchPath.push_back(mediumResource.directory);
pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
searchPath.push_back(smallResource.directory);
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// set searching path
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = TicTacToeScene::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
示例3: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// デザインサイズの設定
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize frameSize = pEGLView->getFrameSize();
std::vector<std::string> searchPath;
if (frameSize.height > largeResource.size.height)
{
// iPad Retina用リソースを使用
searchPath.push_back(xlargeResource.directory);
pDirector->setContentScaleFactor(MIN(xlargeResource.size.height / designResolutionSize.height, xlargeResource.size.width / designResolutionSize.width));
}
else if (frameSize.height > smallResource.size.height)
{
// iPad用リソースを使用
searchPath.push_back(largeResource.directory);
pDirector->setContentScaleFactor(MIN(largeResource.size.height / designResolutionSize.height, largeResource.size.width / designResolutionSize.width));
}
else
{
// iPhone用リソースを使用
searchPath.push_back(smallResource.directory);
pDirector->setContentScaleFactor(MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width));
}
// リソースディレクトリを指定
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// CocosBuilderのファイルを読み込みゲーム画面を生成する
CCNodeLoaderLibrary* ccNodeLoaderLibrary = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary();
ccNodeLoaderLibrary->registerCCNodeLoader("GameLayer", GameLayerLoader::loader());
CCBReader* ccbReader = new CCBReader(ccNodeLoaderLibrary);
CCNode* node = ccbReader->readNodeGraphFromFile("GameLayer.ccbi");
((GameLayer*)node)->setAnimationManager(ccbReader->getAnimationManager());
// シーンを用意し、ゲーム画面を設置する
CCScene* pScene = CCScene::create();
if (node != NULL)
pScene->addChild(node);
ccbReader->release();
// run
pDirector->runWithScene(pScene);
return true;
}
示例4: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
CCSize frameSize = pEGLView->getFrameSize();
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit);
if (frameSize.height > mediumResource.size.height)
{
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// turn on display FPS
//pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// register lua engine
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
CCLuaStack *pStack = pEngine->getLuaStack();
lua_State *tolua_s = pStack->getLuaState();
tolua_extensions_ccb_open(tolua_s);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
pStack = pEngine->getLuaStack();
tolua_s = pStack->getLuaState();
tolua_web_socket_open(tolua_s);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
CCFileUtils::sharedFileUtils()->addSearchPath("script");
#endif
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
pEngine->addSearchPath(path.substr(0, path.find_last_of('/')).c_str());
pEngine->executeScriptFile(path.c_str());
return true;
}
示例5: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
//default
//CCSize designSize = CCSizeMake(480, 320);
CCSize designSize = CCSizeMake(450, 680);
std::vector<std::string> searchPaths;
//TODO create the different image resolutions
if (screenSize.height > designSize.height)
{
CCLOG("using high res sd");
searchPaths.push_back("hd");
searchPaths.push_back("sd");
pDirector->setContentScaleFactor(designSize.height/640.0f);
}
else
{
CCLOG("using low res sd");
searchPaths.push_back("sd");
pDirector->setContentScaleFactor(designSize.height/640.0f);
}
CCLOG("screen size %f x %f", screenSize.width, screenSize.height);
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll);
#else
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll);
#endif
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 40);
CCScene *pScene;
if(cocos2d::CCUserDefault::sharedUserDefault()->getStringForKey("username") == "") {
//create a scene. it's an autorelease object
pScene = IntroScene::create();
} else {
pScene = GameLayer::scene();
}
// run
pDirector->runWithScene(pScene);
return true;
}
示例6: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
//pEGLView->set(1024,768);
pDirector->setOpenGLView(pEGLView);
// Set the design resolution
//pEGLView->setDesignResolutionSize(320,480, kResolutionShowAll);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(320, 480, kResolutionNoBorder);
CCSize frameSize = pEGLView->getFrameSize();
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
#if 0
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height > mediumResource.size.height)
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory);
pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height);
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory);
pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height);
}
#else
CCFileUtils::sharedFileUtils()->setResourceDirectory(winResource.directory);
//pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
#endif
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
// CCScene *pScene = HelloWorld::scene();
CCScene *pScene = SysMenu::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
示例7: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
CCSize screenSize = pEGLView->getFrameSize();
CCSize designSize = CCSize(2048, 1536);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionExactFit);
std::vector<std::string> searchPaths;
if (screenSize.height > 768) {
searchPaths.push_back("ipadhd");
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
pDirector->setContentScaleFactor(1536/designSize.height);
} else if (screenSize.height > 320) {
searchPaths.push_back("ipad");
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
pDirector->setContentScaleFactor(768/designSize.height);
} else {
searchPaths.push_back("iphone");
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
pDirector->setContentScaleFactor(380/designSize.height);
}
SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathForFilename("background.mp3").c_str());
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("falling.wav").c_str());
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("hitBuilding.wav").c_str());
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("jump.wav").c_str());
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("crashing.wav").c_str());
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("start.wav").c_str());
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("openUmbrella.wav").c_str());
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5f);
SimpleAudioEngine::sharedEngine()->setEffectsVolume(0.5f);
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = GameLayer::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
示例8: setupScreenResolution
/**
* Setup the screen resolution acoording to the device.
* Set the resources search directory.
*/
void FWGame::setupScreenResolution()
{
CCDirector *pDirector = CCDirector::sharedDirector();
CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
std::vector<std::string> searchPaths;
// Set
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) // iOS platform
if (m_device->isIPhoneRetina())
{
CCLOG("is iphone retina.");
//3.5-inch
searchPaths.push_back("./images/iphonehd"); //Resources/Published-iOS/resources-iphonehd
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(FWD_IPHONE_LANDSCAPE_WIDTH,
FWD_IPHONE_LANDSCAPE_HEIGHT,
kResolutionNoBorder);
pDirector->setContentScaleFactor(2.0f); //2倍のスケールサイズ
}
else if (m_device->isIPhone5()) // 4-inch
{
CCLOG("is iphone 5.");
searchPaths.push_back("./images/iphonehd"); //Resources/Published-iOS/resources-iphonehd
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(FWD_IPHONE5_LANDSCAPE_WIDTH,
FWD_IPHONE_LANDSCAPE_HEIGHT,
kResolutionNoBorder);
pDirector->setContentScaleFactor(2.f); //2倍のスケールサイズ
}
else if (m_device->isIPhone())
{
CCLOG("is iphone3GS.");
searchPaths.push_back("./images/iphone"); //Resources/Published-iOS/resources-iphone
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(FWD_IPHONE_LANDSCAPE_WIDTH,
FWD_IPHONE_LANDSCAPE_HEIGHT,
kResolutionNoBorder);
pDirector->setContentScaleFactor(1.0f);
}
#else // Other plateform. (Android...)
searchPaths.push_back("./images"); // Resources/Published-iOS
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(FWD_IPHONE_LANDSCAPE_WIDTH,
FWD_IPHONE_LANDSCAPE_HEIGHT,
kResolutionExactFit);
#endif
// About search path, please check: http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Mechanism_of_loading_resources
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
}
示例9: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// デザインサイズの設定
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize frameSize = pEGLView->getFrameSize();
std::vector<std::string> searchPath;
if (frameSize.height > mediumResource.size.height)
{
// [L]ディレクトリのソースを使用
searchPath.push_back(largeResource.directory);
pDirector->setContentScaleFactor(MIN(largeResource.size.height / designResolutionSize.height, largeResource.size.width / designResolutionSize.width));
}
else if (frameSize.height > smallResource.size.height)
{
// [M]ディレクトリのリソースを使用
searchPath.push_back(mediumResource.directory);
pDirector->setContentScaleFactor(MIN(mediumResource.size.height / designResolutionSize.height, mediumResource.size.width / designResolutionSize.width));
}
else
{
// [S]ディレクトリのリソースを使用
searchPath.push_back(smallResource.directory);
pDirector->setContentScaleFactor(MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width));
}
// リソースディレクトリを指定
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
// turn on display FPS for debug
//pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = TitleScene::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
示例10: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
CCSize designSize = CCSizeMake(480, 320);
if (screenSize.height > 320)
{
CCSize resourceSize = CCSizeMake(960, 640);
CCFileUtils::sharedFileUtils()->setResourceDirectory("hd");
pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
}
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
CCScene * pScene = CCScene::create();
CCLayer * pLayer = new TestController();
pLayer->autorelease();
pScene->addChild(pLayer);
pDirector->runWithScene(pScene);
return true;
}
示例11: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize framSize = pEGLView->getFrameSize();
CCFileUtils::sharedFileUtils()->setResourceDirectory(hongMiResource.directory);
CCString mm;
mm = CCFileUtils::sharedFileUtils()->getResourceDirectory();
CCLOG("curent URL: %s", mm);
pDirector->setContentScaleFactor(hongMiResource.size.width/designResolutionSize.width);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = new LoadingScene();//TestLayer::scene();//
// run
pDirector->runWithScene(pScene);
return true;
}
示例12: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
//pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
//set ScaleFactor
pDirector->setContentScaleFactor( 640 / designResolutionSize.width);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// register lua engine
//CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
//CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
//std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
//pEngine->executeScriptFile(path.c_str());
View::_gamemanager::instance()->DisplayNowScene(View::SCENE_INIT);
return true;
}
示例13: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
//FIXED_WIDTH
pEGLView->setDesignResolutionSize(320, 480 , ResolutionPolicy::kResolutionShowAll);
std::vector<std::string> searchPath;
searchPath.push_back("image");
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
pDirector->setContentScaleFactor(640 / 320);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
auto pScene = PlayLayer::CreatScene();
// run
pDirector->runWithScene(pScene);
return true;
}
示例14: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
pDirector->setProjection(kCCDirectorProjection2D);
CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
CCSize designSize = CCSizeMake(320, 480);
CCSize resourceSize = CCSizeMake(320, 480);
if (screenSize.height > 1024)
{
resourceSize = CCSizeMake(1536, 2048);
CCFileUtils::sharedFileUtils()->setResourceDirectory("resources-ipadhd");
}
else if (screenSize.height > 960)
{
resourceSize = CCSizeMake(768, 1536);
CCFileUtils::sharedFileUtils()->setResourceDirectory("resources-ipad");
}
else if (screenSize.height > 480)
{
resourceSize = CCSizeMake(640, 960);
CCFileUtils::sharedFileUtils()->setResourceDirectory("resources-iphonehd");
}
else
{
CCFileUtils::sharedFileUtils()->setResourceDirectory("resources-iphone");
}
pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->addRegisterCallback(jsb_register_system);
sc->start();
js_log("RUNNING Main");
CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
ScriptingCore::getInstance()->runScript("main.js");
return true;
}
示例15: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
//Fit screen of any size
pEGLView->setDesignResolutionSize(320, 480, kResolutionExactFit);
pDirector->setContentScaleFactor(1);
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
return true;
}