适配模式app
(1)EXACT_FIT :拉伸变形,使铺满屏幕。会出现图像拉伸函数
屏幕宽 与 设计宽比 做为X方向的缩放因子,屏幕高 与 设计高比 做为Y方向的缩放因子。布局
保证了设计区域彻底铺满屏幕,可是可能会出现图像拉伸。this
(2)NO_BORDER :按比例放缩,全屏展现不留黑边。会有超出屏幕区域设计
屏幕宽、高分别和设计分辨率宽、高计算缩放因子,取较(大)者做为宽、高的缩放因子。图片
保证了设计区域总能一个方向上铺满屏幕,而另外一个方向通常会超出屏幕区域。get
ResolutionPolicy::NO_BORDER状况下,设计分辨率并非可见区域(VisibleSize),咱们布局精灵须要根据VisibleOrigin和VisibleSize来作判断处理。源码
(3)SHOW_ALL :按比例放缩,所有展现不裁剪。可能会有黑边。it
屏幕宽、高分别和设计分辨率宽、高计算缩放因子,io
取较(小)者做为宽、高的缩放因子。保证了设计区域所有显示到屏幕上,但可能会有黑边。
(4)FIXED_WIDTH :按比例放缩,宽度铺满屏幕。
保持传入的设计分辨率高度不变,根据屏幕分辨率修正设计分辨率的宽度。
(5)FIXED_HEIGHT :按比例放缩,高度铺满屏幕。
保持传入的设计分辨率宽度不变,根据屏幕分辨率修正设计分辨率的高度。
使用FIXED_WIDTH和FIXED_HEIGHT ,可能会有一个方向超出屏幕:
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::createWithRect("My Game", Rect(0, 0, 960, 500), 0.7f);
director->setOpenGLView(glview);
}
auto winSize = Size(480, 320);//设计分辨率
auto screenSize = glview->getFrameSize();//屏幕分辨率,
// 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);
register_all_packages();
float widthRate = screenSize.width / winSize.width;
float heightRate = screenSize.height / winSize.height;
if (widthRate < heightRate)
{
//说明设计分辨率宽度偏大
//这时候咱们让高度适配,宽度裁剪掉。也就是图片宽度会超出屏幕外
//设置设计分辨率的和适配模式,进去看setDesignResolutionSize和updateDesignResolutionSize这两个个方法的源码能够知道:
//下面这句代码走完以后,设计分辨率的高度被设置成480,可是宽度并非800,而是作了缩放,下面注释详细介绍
director->getOpenGLView()->setDesignResolutionSize(winSize.width, winSize.height, ResolutionPolicy::FIXED_HEIGHT);
}
else
{
//说明设计分辨率高度偏大
//这时候咱们让宽度适配,高度裁剪掉。也就是图片高度会超出屏幕外
director->getOpenGLView()->setDesignResolutionSize(winSize.width, winSize.height, ResolutionPolicy::FIXED_WIDTH);
}
/*
updateDesignResolutionSize函数部分源码:
_scaleX = (float)_screenSize.width / _designResolutionSize.width;
_scaleY = (float)_screenSize.height / _designResolutionSize.height;
if ( _resolutionPolicy == ResolutionPolicy::FIXED_HEIGHT)
{
_scaleX = _scaleY;
//为了让_screenSize.width / _designResolutionSize.width = _screenSize.height / _designResolutionSize.height,
//将_designResolutionSize.width从新赋值
_designResolutionSize.width = ceilf(_screenSize.width/_scaleY);
}
*/
auto scene = HelloWorld::createScene();
director->runWithScene(scene);
return true;
}
void GLView::setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy)
{
CCASSERT(resolutionPolicy != ResolutionPolicy::UNKNOWN, "should set resolutionPolicy");
if (width == 0.0f || height == 0.0f)
{
return;
}
_designResolutionSize.setSize(width, height); _resolutionPolicy = resolutionPolicy; updateDesignResolutionSize(); }