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C++ CCEGLView::setDesignResolutionSize方法代码示例

本文整理汇总了C++中CCEGLView::setDesignResolutionSize方法的典型用法代码示例。如果您正苦于以下问题:C++ CCEGLView::setDesignResolutionSize方法的具体用法?C++ CCEGLView::setDesignResolutionSize怎么用?C++ CCEGLView::setDesignResolutionSize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CCEGLView的用法示例。


在下文中一共展示了CCEGLView::setDesignResolutionSize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);
	pEGLView->setDesignResolutionSize(Setting::g_ResolusionWidth,Setting::g_ResolusionHeight,kResolutionExactFit);


	CCEGLView *pView = CCEGLView::sharedOpenGLView();
	pView->setDesignResolutionSize(Setting::g_ResolusionWidth,Setting::g_ResolusionHeight,kResolutionExactFit);

	
    // 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
   // SceneManager::goPlay(kSceneTagMain);
	CCScene *pscene = CCScene::create();
	logo *pLayer = logo::create();
	pscene->addChild(pLayer);
	pDirector->runWithScene(pscene);
    return true;
}
开发者ID:joyfish,项目名称:bombZombie,代码行数:27,代码来源:AppDelegate.cpp

示例2: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching()
{
	// initialize director
	CCDirector* pDirector = CCDirector::sharedDirector();
	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
	pDirector->setOpenGLView(pEGLView);

	CCSize frameSize = pEGLView->getFrameSize();
	CCLOG("ScreenSize width:%f, height:%f", frameSize.width, frameSize.height);

#if (SCREEN_ORIENTATION == SCREEN_ORIENTATION_LANDSCAPE)		// 横屏
	float frameScale = frameSize.width/frameSize.height;
#elif (SCREEN_ORIENTATION == SCREEN_ORIENTATION_PORTRAIT)		// 竖屏
	float frameScale = frameSize.height/frameSize.width;
#else
	#error unknown target ORIENTATION!
#endif

	if( frameScale < 3.0f/2.0f )			// 窄屏,屏幕宽度:高度小于3:2
	{
		// Set the design resolution
		pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);
	}
	else
	{
		// Set the design resolution
		pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
	}
	

	//use fixed resource
	float fScale = MIN(designResolutionRes.size.width/designResolutionSize.width, designResolutionRes.size.height/designResolutionSize.height);
//	CCFileUtils::sharedFileUtils()->setResourceDirectory(designResolutionRes.directory);
	pDirector->setContentScaleFactor(fScale);
	CCLOG("setContentScaleFactor fscale: %f, res.size(%f, %f), deSize(%f, %f)", fScale, designResolutionRes.size.width, designResolutionRes.size.height, designResolutionSize.width, designResolutionSize.height);

	// turn on display FPS   lyp 取消帧率
	//pDirector->setDisplayStats(true);

	// set FPS. the default value is 1.0/60 if you don't call this  lyp 取消帧率
	//pDirector->setAnimationInterval(1.0 / 50);

	// create a scene. it's an autorelease object
//	CCScene* pScene = CSceneInit::scene();
//	CCScene* pScene = SceneLogo::scene();
	CCLOG("GO TO LOGIN");
	CCScene* pScene = LoadingScene::scene(TargetSceneLoginScene);

	// run
	pDirector->runWithScene(pScene);

    return true;
}
开发者ID:xiayouli0122,项目名称:MaJong,代码行数:53,代码来源:AppDelegate.cpp

示例3: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);

    //!< 화면의 실제 크기를 나타냅니다
	//!< [화면 모니터 크기가 아닌 화면 해상도같은 크기]
	//!< [모니터 크기는 고정인데 해상도는 들쭉날쭉하죠]
	//!< [main.cpp의 해상도가 모니터 크기, 요기에 있는게 해상도 크기]
	pEGLView->setDesignResolutionSize(768, 1024, kResolutionExactFit);
	
    // 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();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
开发者ID:ChaeDaeSeok,项目名称:KGSH_cocos2d,代码行数:27,代码来源:AppDelegate.cpp

示例4: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    //setOrientation(kOrientationLandscapeLeft);
    //CCEGLView::sharedOpenGLView().setDesignResolutionSize(800.0, 480.0);
    pDirector->setOpenGLView(pEGLView);

    // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
    //pDirector->enableRetinaDisplay(true);

    pEGLView->setDesignResolutionSize(800,480, kResolutionShowAll);
    // 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 = WelcomeView::CreateScene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
开发者ID:fengmm521,项目名称:qipaiproject,代码行数:27,代码来源:AppDelegate.cpp

示例5: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

    // 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);

    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pEGLView->setDesignResolutionSize(480, 320, kResolutionShowAll);

    // create a scene. it's an autorelease object
    //CCScene *pScene = HelloWorld::scene();
   // CCScene* pScene = GameScene::scene();
    CCScene* pScene = FirstScene::scene();
    //CCScene* pScene = MainGameScene::scene();
    //CCScene* pScene = Particle::scene();
    // run
    pDirector->runWithScene(pScene);

    return true;
}
开发者ID:qiyuelei,项目名称:popStarOld,代码行数:26,代码来源:AppDelegate.cpp

示例6: AppDelegate

    void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv*  env, jobject thiz, jint w, jint h)
    {
        if (!CCDirector::sharedDirector()->getOpenGLView())
        {
            CCEGLView *view = CCEGLView::sharedOpenGLView();
            view->setFrameSize(w, h);

            // initialize director
            CCDirector *pDirector = CCDirector::sharedDirector();
            pDirector->setOpenGLView(view);

            // set the design resolution screen size, if you want to use Design Resoulution scaled to current screen, please uncomment next line.
            view->setDesignResolutionSize(SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, /*kResolutionShowAll*/kResolutionExactFit);

            AppDelegate *pAppDelegate = new AppDelegate();
            CCApplication::sharedApplication()->run();
        }
        else
        {
            ccDrawInit();
            ccGLInvalidateStateCache();

            CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
            CCTextureCache::reloadAllTextures();
            CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
            CCDirector::sharedDirector()->setGLDefaultValues();
        }
    }
开发者ID:faransae,项目名称:proj.android,代码行数:28,代码来源:main.cpp

示例7: 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;
}
开发者ID:laogong5i0,项目名称:MiniGame,代码行数:34,代码来源:AppDelegate.cpp

示例8: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    
    pEGLView->setFrameSize(480, 800);

    pDirector->setOpenGLView(pEGLView);
	
    // 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 = GameScene::create();
    
    pEGLView->setDesignResolutionSize(480, 800, kResolutionExactFit);

    // run
    pDirector->runWithScene(pScene);

    return true;
}
开发者ID:2kpurple,项目名称:airplane,代码行数:25,代码来源:AppDelegate.cpp

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 > 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;
}
开发者ID:shun-tak,项目名称:cocos2d-x-programming-guide,代码行数:60,代码来源:AppDelegate.cpp

示例10: 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;
}
开发者ID:fengqi-wang,项目名称:TicTacToeOSX,代码行数:60,代码来源:AppDelegate.cpp

示例11: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	pEGLView->setDesignResolutionSize(960,640,kResolutionExactFit);
    // 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 / 25);
	//init resources
	ResourceManager::inits();
    // create a scene. it's an autorelease object
	//CCScene *pScene = GameScene::create();
	//CCLayer *pLayer = GameLayer::create();
	//CCSize winSize = pDirector->getWinSize();
	//CCSize layerSize = pLayer->getContentSize();
	//pLayer->setPosition(ccp(winSize.width / 2 - layerSize.width / 2,winSize.height / 2 - layerSize.height / 2));
	//pScene->addChild(pLayer);
	// run
	CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("sound/bg.mid", true);   
	pDirector->runWithScene(LoadingScene::scene());

    return true;
}
开发者ID:meocondilonton,项目名称:game,代码行数:27,代码来源:AppDelegate.cpp

示例12: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching() 
{
	soundEnable = true;
	effectEnable = true;

	// SpriteFrameCache::getInstance()->addSpriteFramesWithFile("MainMenu0.plist");
    // initialize director
    CCDirector* director = CCDirector::sharedDirector();
    CCEGLView* eglView = CCEGLView::sharedOpenGLView();

    director->setOpenGLView(eglView);

	eglView->setDesignResolutionSize(320, 480, kResolutionShowAll);
	
    // 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);
	
    // create a scene. it's an autorelease object
    //auto scene = HelloWorld::createScene();
	MainMenuController* scene = MainMenuController::create();
	//auto scene = GameRunController::create();
	//auto scene = AtlasSplit::createScene();
    // run
    director->runWithScene(scene);

	// UIWidget* playGroundUI = cocos2d::extension::UIHelper::instance()->createWidgetFromJsonFile("PlayGroundUI.ExportJson");

	//reloadSound();
    return true;
}
开发者ID:pplasto,项目名称:SleepBeauty,代码行数:33,代码来源:AppDelegate.cpp

示例13: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView* pEglView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEglView);

    // 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);
    
    pEglView->setDesignResolutionSize(SCREEN_WIDTH, SCREEN_HEIGHT, kResolutionNoBorder);
    
    std::vector<std::string> vectorSearchPaths;
    vectorSearchPaths.push_back("iphonehd");
    
    CCFileUtils::sharedFileUtils()->setSearchPaths(vectorSearchPaths);

    // create a scene. it's an autorelease object
    CCScene *pScene = GameScene::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
开发者ID:Ratel13,项目名称:VitrumProjects,代码行数:28,代码来源:AppDelegate.cpp

示例14: applicationDidFinishLaunching

bool AppDelegate::applicationDidFinishLaunching()
{
	std::vector<std::string> searchPath;

    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
	pDirector->setOpenGLView( pEGLView );

	// Set the design resolution
	pEGLView->setDesignResolutionSize( designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder );

    // 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 = DefaultScene::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
开发者ID:SeongHeumPark,项目名称:Rolling-Snow,代码行数:26,代码来源:AppDelegate.cpp

示例15: 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;
}
开发者ID:pope88,项目名称:CocInside,代码行数:31,代码来源:AppDelegate.cpp


注:本文中的CCEGLView::setDesignResolutionSize方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。