void EditBoxImplAndroid::createNativeControl(const Rect& frame) { auto director = cocos2d::Director::getInstance(); auto glView = director->getOpenGLView(); auto frameSize = glView->getFrameSize(); auto winSize = director->getWinSize(); auto leftBottom = _editBox->convertToWorldSpace(Point::ZERO); auto contentSize = frame.size; auto rightTop = _editBox->convertToWorldSpace(Point(contentSize.width, contentSize.height)); auto uiLeft = frameSize.width / 2 + (leftBottom.x - winSize.width / 2 ) * glView->getScaleX(); auto uiTop = frameSize.height /2 - (rightTop.y - winSize.height / 2) * glView->getScaleY(); auto uiWidth = (rightTop.x - leftBottom.x) * glView->getScaleX(); auto uiHeight = (rightTop.y - leftBottom.y) * glView->getScaleY(); LOGD("scaleX = %f", glView->getScaleX()); _editBoxIndex = addEditBoxJNI(uiLeft, uiTop, uiWidth, uiHeight, glView->getScaleX()); s_allEditBoxes[_editBoxIndex] = this; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } director->setDisplayStats(true); // FPSの表示設定 director->setAnimationInterval(1.0 / 16); // フレームレートの設定 // 画面伸縮処理 // glview->setDesignResolutionSize( 1136, 640, ResolutionPolicy::FIXED_HEIGHT ) ; auto scene = TitleScene::createScene(); // シーン生成 director->runWithScene(scene); // 起動 return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // 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); Scene* scene = Scene::create(); scene->addChild(TestLayer::create()); director->runWithScene(scene); return true; }
HelloWorld::HelloWorld(){ m_fDeviceScale = 1; m_fFontScale = 1; auto m_sizeDesign = CCSizeMake(960, 640); auto director = Director::getInstance(); auto eglview = director->getOpenGLView(); auto sizeDevice = eglview->getFrameSize(); eglview->setDesignResolutionSize(m_sizeDesign.width, m_sizeDesign.height, ResolutionPolicy::NO_BORDER); float fScaleX = (float)sizeDevice.width / m_sizeDesign.width; float fScaleY = (float)sizeDevice.height / m_sizeDesign.height; float fScale = (fScaleX < fScaleY) ? fScaleX : fScaleY; if (fScale < 0.95) { fScale = 0.5; } else if (fScale < 1.45) { fScale = 1; } else if (fScale < 1.95) { fScale = 1.5; } else { fScale = roundf(fScale); } fScale = 1; //eglview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER); m_fDeviceScale = fScale; }
int Application::runLoop() { long lastTime = 0L; long curTime = 0L; auto director = Director::getInstance(); auto glview = director->getOpenGLView(); // Retain glview to avoid glview being released in the while loop glview->retain(); while (!glview->windowShouldClose()) { lastTime = getCurrentMillSecond(); director->mainLoop(); glview->pollEvents(); curTime = getCurrentMillSecond(); if (curTime - lastTime < _animationInterval) { usleep((_animationInterval - curTime + lastTime)*1000); } } /* Only work on Desktop * Director::mainLoop is really one frame logic * when we want to close the window, we should call Director::end(); * then call Director::mainLoop to do release of internal resources */ if (glview->isOpenGLReady()) { director->end(); director->mainLoop(); director = nullptr; } glview->release(); return EXIT_SUCCESS; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("Jewels", Rect(0, 0, 320, 480)); //设置PC端的设备分辨率,窗口名。在移动端这行代码无效。 director->setOpenGLView(glview); } glview->setDesignResolutionSize(320, 480, ResolutionPolicy::SHOW_ALL); //设置游戏分辨率,尚未适配移动设备屏幕。 director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); auto scene = LoginScene::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("Galaxy War Game"); glview->setFrameSize(600, 800); director->setOpenGLView(glview); } // turn on display FPS director->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); Scene *scene = GalaxyWar::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } // 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); // create a scene. it's an autorelease object // run director->runWithScene(GameManager::getInstance()->getGameSence()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } /*glview->setFrameSize(480,320); director->setContentScaleFactor(2.0f); glview->setDesignResolutionSize(480, 320, ResolutionPolicy::SHOW_ALL);*/ FileUtils::getInstance()->addSearchPath("chapter12"); // create a scene. it's an autorelease object auto scene = Chapter12::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); // 画像が画面の高さにフィットするように画像を伸縮させる glview->setDesignResolutionSize(1136, 640, ResolutionPolicy::FIXED_HEIGHT); auto scene = GameLayer::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview = GLViewImpl::createWithRect("SAKOPIN", Rect(0,0,WIDTH,HEIGHT)); #else glview = GLViewImpl::create("SAKOPIN"); #endif director->setOpenGLView(glview); } director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); auto scene = HelloWorld::createScene(); director->runWithScene(scene); return true; }
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // create the application instance AppDelegate app; auto director = Director::getInstance(); auto eglView = director->getOpenGLView(); if (!eglView) { eglView = GLView::create("2048"); director->setOpenGLView(eglView); } eglView->setViewName("resolution"); eglView->setFrameSize(480,800); return Application::getInstance()->run(); }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // 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); // 2倍解像度で作れるようにした glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL); Size frameSize = glview->getFrameSize(); director->setContentScaleFactor(2.0f); register_all_packages(); // キャラデータ初期化 LibraryManager::create(); auto libraryManager = LibraryManager::getInstance(); libraryManager->init(); // 初期のごまーびーがいればHomeに投げる。 if (!libraryManager->hasGotten("0001")) { auto scene = Tutorial::createScene(); director->runWithScene(scene); }else{ auto scene = Home::createScene(); director->runWithScene(scene); } // run return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } /* Size size = Director::getInstance()->getWinSize(); std::vector<std::string> v; if(size.width > 480) { v.push_back("large"); } else { v.push_back("small"); } FileUtils::getInstance()->setSearchPaths(v); */ //让资源分辨率和设计分辨率一样大小, //Director::getInstance()->setContentScaleFactor(资源的高/设计的高) glview->setDesignResolutionSize(800, 480, ResolutionPolicy::FIXED_HEIGHT); // //800 * 480 //480*320 = 1.5 //480*1.5 = 720 // 720 * 480 director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); auto scene = HelloWorld::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // 初始化Director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (glview == nullptr) { glview = GLViewImpl::create("Mota"); } director->setOpenGLView(glview); glview->setFrameSize(1080, 1920); // 在windows下根据自己分辨率设置窗口分辨率,作者4K因此设置比较大 glview->setDesignResolutionSize(650, 900, ResolutionPolicy::FIXED_WIDTH); director->setDisplayStats(true); director->setAnimationInterval(1.0f / 60); int32_t last_floor = Player::GetInstance()->get_current_floor(); director->runWithScene(FloorMapLayer::scene(last_floor, true)); return true; }
void MFCAppDelegate::CreateWnd(HWND hwnd) { if (!m_hwnd) { m_hwnd = hwnd; initGLContextAttrs(); // Initialize instance and cocos2d. if (!applicationDidFinishLaunching()) { return; } auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (glview) { // Retain glview to avoid glview being released in the while loop glview->retain(); } } }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("欢欢英雄传说"); director->setOpenGLView(glview); } // 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); // create a scene. it's an autorelease object auto scene = MainScene::createScene(); // run director->runWithScene(scene); return true; }
void WebViewImpl::draw(cocos2d::Renderer *renderer, cocos2d::Mat4 const &transform, int flags) { if (flags & cocos2d::Node::FLAGS_TRANSFORM_DIRTY) { auto directorInstance = cocos2d::Director::getInstance(); auto glView = directorInstance->getOpenGLView(); auto frameSize = glView->getFrameSize(); auto winSize = directorInstance->getWinSize(); auto leftBottom = this->_webView->convertToWorldSpace(cocos2d::Point::ZERO); auto rightTop = this->_webView->convertToWorldSpace(cocos2d::Point(this->_webView->getContentSize().width,this->_webView->getContentSize().height)); auto uiLeft = frameSize.width / 2 + (leftBottom.x - winSize.width / 2 ) * glView->getScaleX(); auto uiTop = frameSize.height /2 - (rightTop.y - winSize.height / 2) * glView->getScaleY(); Evas_Coord width = (rightTop.x - leftBottom.x) * glView->getScaleX(); Evas_Coord height = (rightTop.y - leftBottom.y) * glView->getScaleY(); evas_object_resize(_ewkView, width, height); evas_object_move(_ewkView, uiLeft, uiTop); evas_object_show(_ewkView); } }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } director->setDisplayStats(false); director->setAnimationInterval(1.0 / 60); register_all_packages(); //auto scene = ShoppingMall::createScene(); auto scene = LogoScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } director->setOpenGLView(glview); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) // a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL); #else glview->setDesignResolutionSize(288, 512, ResolutionPolicy::SHOW_ALL); #endif director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); auto scene = LoadingScene::create(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = GLViewImpl::createWithRect("AutoDrive", Rect(0, 0, 640, 640)); director->setOpenGLView(glview); } director->setDisplayStats(false); director->setAnimationInterval(1.0 / 60); glview->setDesignResolutionSize(640, 640, ResolutionPolicy::EXACT_FIT); register_all_packages(); auto scene = HelloWorld::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = GLView::create("Jing's game"); director->setOpenGLView(glview); glview->setFrameSize(320.0, 480.0); //glview->setFrameSize(480.0, 480.0); } std::vector<std::string> searchPath; searchPath.push_back("w640"); FileUtils::getInstance()->setSearchPaths(searchPath); director->setContentScaleFactor(640.0 / 320.0); glview->setDesignResolutionSize(320.0, 480.0, ResolutionPolicy::FIXED_WIDTH); //director->setContentScaleFactor(640.0 / 320.0); /* glview->setDesignResolutionSize(480.0f, 320.0f, ResolutionPolicy::SHOW_ALL); std::vector<std::string> searchPath; searchPath.push_back("height_864"); CCFileUtils::getInstance()->setSearchPaths(searchPath); director->setContentScaleFactor(864.0f / 320.0f);*/ // turn on display FPS director->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object auto scene = FirstLayer::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } #ifdef _DEBUG // turn on display FPS director->setDisplayStats(true); #endif // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); glview->setDesignResolutionSize(1024, 768, ResolutionPolicy::FIXED_HEIGHT); Size winSize = director->getVisibleSize(); if (winSize.height > 768) { director->setContentScaleFactor(2.0); } else { director->setContentScaleFactor(1.0); } glClearColor(1, 1, 1, 1.0); // create a scene. it's an autorelease object auto scene = MainMenuScene::create(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // 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); Director::getInstance()->setContentScaleFactor(2.0f); Size screenSize = Director::getInstance()->getOpenGLView()->getFrameSize(); float shorter = 320.0f; float longer = 568.0f; ResolutionPolicy policy = ResolutionPolicy::SHOW_ALL; if (screenSize.width == 1136.0) policy = ResolutionPolicy::EXACT_FIT; else if (screenSize.width < 1136.0f || screenSize.height < 640.0f) longer = 480.0f; glview->setDesignResolutionSize(longer, shorter, policy); register_all_packages(); Scene* scene = HelloWorld::createScene(); director->runWithScene(scene); return true; }
static bool reloadScript(const string& file) { auto director = Director::getInstance(); FontFNT::purgeCachedData(); if (director->getOpenGLView()) { SpriteFrameCache::getInstance()->removeSpriteFrames(); director->getTextureCache()->removeAllTextures(); } FileUtils::getInstance()->purgeCachedEntries(); //director->getScheduler()->unscheduleAll(); //director->getScheduler()->scheduleUpdate(director->getActionManager(), Scheduler::PRIORITY_SYSTEM, false); string modulefile = file; if (modulefile.empty()) { modulefile = ConfigParser::getInstance()->getEntryFile().c_str(); } return ScriptingCore::getInstance()->runScript(modulefile.c_str()); }
bool AppDelegate::applicationDidFinishLaunching() { std::vector<std::string> searchPaths; searchPaths.push_back("assets"); // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = GLViewImpl::createWithRect("Evil", Rect(0, 0, mediumResolutionSize.width, mediumResolutionSize.height)); #else glview = GLViewImpl::create("Evil"); #endif director->setOpenGLView(glview); } // turn on display FPS //director->setDisplayStats(true); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) Size visibleSize = Director::getInstance()->getVisibleSize(); float height; if (getTargetPlatform() == Platform::OS_IPAD) height = 700; else height = 640; if (visibleSize.height > height) { float s = height / visibleSize.height; glview->setDesignResolutionSize(visibleSize.width*s, height, ResolutionPolicy::NO_BORDER); } #endif // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); FileUtils::getInstance()->setSearchPaths(searchPaths); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("assets.plist"); reloadScene(NULL); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); const Size designResolutionSize = Size( DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT ); if( glview == false ) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = GLViewImpl::createWithRect( "Cocos3DEditor", Rect( 0, 0, designResolutionSize.width, designResolutionSize.height )); #else glview = GLViewImpl::create( "Cocos3DEditor" ); #endif director->setOpenGLView( glview ); } // turn on display FPS #ifdef ___DEBUG director->setDisplayStats( true ); #else director->setDisplayStats( false ); #endif // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval( 1.0 / 60 ); // Set the design resolution glview->setDesignResolutionSize( designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER ); register_all_packages(); // create a scene. it's an autorelease object auto scene = MainScene::createScene(); // run director->runWithScene( scene ); return true; }
/** * setup / init starting scene */ bool NekoPlatformer::applicationDidFinishLaunching() { auto director = cc::Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = cc::GLViewImpl::create("neko-platformer"); /** * todo: glview->setFrameSize() */ glview->setFrameSize(Neko::screen_width, Neko::screen_height); director->setOpenGLView(glview); } /** * display fps @ debug */ #ifdef cc_debug director->setDisplayStats(true); #endif /** * fps_max default 1.0 / 60 */ #ifdef cc_platform_desktop director->setAnimationInterval(1.0 / Neko::fps_max); #endif #if (debug_game_quick) auto scene = GameScene::create_scene(); #else auto scene = IntroScene::create_scene(); #endif director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(288, 512, ResolutionPolicy::SHOW_ALL); // set the resource directory this->setResourceSearchResolution(); // turn on display FPS director->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object //auto scene = CubeTexture::createScene(); if (SaveData::loadBool("MUSIC_SWITH")) { log(">>>>>> MUSIC_SWITH : %d", true ); } else { SaveData::saveBool("MUSIC_SWITH", false); } auto scene = PageViewScene::create(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } //实际分辨率。 设计分辨率。 资源分辨率 glview->setFrameSize(320,568); glview->setDesignResolutionSize(320, 568, ResolutionPolicy::FIXED_WIDTH); //添加目标文件夹 FileUtils::getInstance()->addSearchPath("Disk/"); FileUtils::getInstance()->addSearchPath("Rebound/"); FileUtils::getInstance()->addSearchPath("MyAction/"); // 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(); // create a scene. it's an autorelease object //auto scene = HelloWorld::createScene(); //auto scene = ActionScene::create(); //auto scene = Topic::createScene(); //auto scene = GameScene::create(); // run auto scene = Game2048::create(); director->runWithScene(scene); return true; }