2014-06-30 03:25:49 +08:00
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#ifndef __APPMACROS_H__
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#define __APPMACROS_H__
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#include "cocos2d.h"
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/* For demonstrating using one design resolution to match different resources,
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or one resource to match different design resolutions.
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[Situation 1] Using one design resolution to match different resources.
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Please look into Appdelegate::applicationDidFinishLaunching.
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We check current device frame size to decide which resource need to be selected.
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So if you want to test this situation which said in title '[Situation 1]',
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you should change ios simulator to different device(e.g. iphone, iphone-retina3.5, iphone-retina4.0, ipad, ipad-retina),
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or change the window size in "proj.XXX/main.cpp" by "CCEGLView::setFrameSize" if you are using win32 or linux plaform
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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.
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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.
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To test this, just define the marco 'TARGET_DESIGN_RESOLUTION_SIZE' to 'DESIGN_RESOLUTION_2048X1536'
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and open iphone simulator or create a window of 480x320 size.
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[Note] Normally, developer just need to define one design resolution(e.g. 960x640) with one or more resources.
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*/
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typedef struct tagResource
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{
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cocos2d::Size size;
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char directory[100];
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}Resource;
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2014-07-04 15:22:53 +08:00
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static Resource mediumResource = { cocos2d::Size(960, 540), "ipad" };
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static Resource largeResource = { cocos2d::Size(1920, 1080), "ipadhd" };
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static cocos2d::Size designResolutionSize = cocos2d::Size(1920, 1080);
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2014-06-30 03:25:49 +08:00
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// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
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#define TITLE_FONT_SIZE (cocos2d::Director::getInstance()->getOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
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#endif /* __APPMACROS_H__ */
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