axmol/samples/Cpp/HelloCpp/Classes/AppMacros.h

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#ifndef __APPMACROS_H__
#define __APPMACROS_H__
#include "cocos2d.h"
/* For demonstrating using one design resolution to match different resources,
or one resource to match different design resolutions.
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[Situation 1] Using one design resolution to match different resources.
Please look into Appdelegate::applicationDidFinishLaunching.
We check current device frame size to decide which resource need to be selected.
So if you want to test this situation which said in title '[Situation 1]',
you should change ios simulator to different device(e.g. iphone, iphone-retina3.5, iphone-retina4.0, ipad, ipad-retina),
or change the window size in "proj.XXX/main.cpp" by "CCEGLView::setFrameSize" if you are using win32 or linux plaform
and modify "proj.mac/AppController.mm" by changing the window rectangle.
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[Situation 2] Using one resource to match different design resolutions.
The coordinates in your codes is based on your current design resolution rather than resource size.
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Therefore, your design resolution could be very large and your resource size could be small.
To test this, just define the marco 'TARGET_DESIGN_RESOLUTION_SIZE' to 'DESIGN_RESOLUTION_2048X1536'
and open iphone simulator or create a window of 480x320 size.
[Note] Normally, developer just need to define one design resolution(e.g. 960x640) with one or more resources.
*/
#define DESIGN_RESOLUTION_480X320 0
#define DESIGN_RESOLUTION_1024X768 1
#define DESIGN_RESOLUTION_2048X1536 2
/* If you want to switch design resolution, change next line */
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#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320
typedef struct tagResource
{
cocos2d::Size size;
char directory[100];
}Resource;
static Resource smallResource = { cocos2d::Size(480, 320), "iphone" };
static Resource mediumResource = { cocos2d::Size(1024, 768), "ipad" };
static Resource largeResource = { cocos2d::Size(2048, 1536), "ipadhd" };
#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
static cocos2d::Size designResolutionSize = cocos2d::Size(1024, 768);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
static cocos2d::Size designResolutionSize = cocos2d::Size(2048, 1536);
#else
#error unknown target design resolution!
#endif
// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
#define TITLE_FONT_SIZE (cocos2d::EGLView::sharedOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
#endif /* __APPMACROS_H__ */