/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #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. [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 platform and modify "proj.mac/AppController.mm" by changing the window rectangle. [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. 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. */ typedef struct tagResource { cocos2d::Size size; char directory[100]; }Resource; static Resource mediumResource = { cocos2d::Size(960, 540), "ipad" }; static Resource largeResource = { cocos2d::Size(1920, 1080), "ipadhd" }; static cocos2d::Size designResolutionSize = cocos2d::Size(1920, 1080); // 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::Director::getInstance()->getOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24) #endif /* __APPMACROS_H__ */