分辨率适配问题好文章:
http://www.cocoachina.com/bbs/read.php?tid=201987&page=1&toread=1#tpc
http://www.zaojiahua.com/adaptation.html
http://blog.csdn.net/xiaominghimi/article/details/8918235
实践第二个文章,是可行的。这里感谢下作者的分享精神
看代码:
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
//靠近方形的分辨率如 480×320,比例为 3:2,还有 960×540 的16:9 标准宽屏,米3 1920*1080
//这也算是两种总极端情况了,如果能在这两种比例情况做好适配基本就可以了,
//如果比 3:2 “更方”如 4:3,比 16:9 “更长”,那么不论如何布局,
//
//也就是说比例一样的时候用show_all或者no_border都可以完美适配
//通过getVisibleSize()获得的可视区域的大小和通过getWinSize()获得的逻辑大小是一样的就解决了我们的问题。
auto winSize = Size(, );
if(!glview) {
log("glview is null");
glview = GLView::create("test war");
director->setOpenGLView(glview);
glview->setFrameSize(winSize.width, winSize.height);
}
else
{//进入设备的时候是有glview的
log("glview is not null");
}
director->setOpenGLView(glview);
//实际屏幕分辨率
auto frameSize = Director::getInstance()->getOpenGLView()->getFrameSize();
/**if (screenSize.height > designSize.height)
{
director->setContentScaleFactor(screenSize.height / designSize.height);
}*/
//将宽和高做一个比,通过这个比,来具体的调整逻辑分辨率的大小
float widthRate = frameSize.width / winSize.width;//1920 /640
float heightRate = frameSize.height / winSize.height;//1080 / 960 //如果是if中的语句,说明逻辑的高度有点大了,就把逻辑的高缩小到和宽度一样的比率
if (widthRate > heightRate)
{
//里边传入的前俩个参数就是逻辑分辨率的大小,也就是通过getWinSize()得到的大小
glview->setDesignResolutionSize(winSize.width,
winSize.height*heightRate / widthRate, kResolutionNoBorder);
}
else
{
glview->setDesignResolutionSize(winSize.width*widthRate / heightRate, winSize.height,
kResolutionNoBorder);
} // 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 / ); // create a scene. it's an autorelease object
auto scene = GameMenu::createScene(); // run
director->runWithScene(scene); return true;
}