LRESULT myWndProcHook(UINT message, WPARAM wParam, LPARAM lParam, BOOL* pProcessed) { switch (message) { case WM_KEYDOWN: case WM_KEYUP: { //以FrameSize == DesignResolutionSize时的坐标设定 CCPoint pt = CCPointZero; switch (wParam) { case 'A': //向左 { pt = ccp(25, 255); } break; case 'D': //向右 { pt = ccp(95, 256); } break; case 'W': //向上 { pt = ccp(63, 214); } break; case 'S': //向下 { pt = ccp(62, 290); } break; case 'J': //攻击 { pt = ccp(367, 277); } break; case 'K': //跳跃 { pt = ccp(445, 247); } break; default: return 0; } if (GetKeyState('D') & 0x8000) { if (GetKeyState('W') & 0x8000) //右上角 { pt = ccp(91, 227); } else if (GetKeyState('S') & 0x8000) //右下角 { pt = ccp(91, 284); } } else if (GetKeyState('A') & 0x8000) { if (GetKeyState('W') & 0x8000) //左上角 { pt = ccp(36, 227); } else if (GetKeyState('S') & 0x8000) //左下角 { pt = ccp(36, 284); } } CCEGLView* eglView = CCEGLView::sharedOpenGLView(); CCSize originalDesignResolutionSize = CCSizeMake(480, 320); //原始的设计分辨率大小 ResolutionPolicy eResolutionPolicy = kResolutionFixedWidth; //分辨率策略 CCSize obDesignResolutionSize = eglView->getDesignResolutionSize(); int offsetWidth = obDesignResolutionSize.width - originalDesignResolutionSize.width; int offsetheight = obDesignResolutionSize.height - originalDesignResolutionSize.height; CCSize obScreenSize = eglView->getFrameSize(); int offsetWidth2 = obScreenSize.width - originalDesignResolutionSize.width; int offsetheight2 = obScreenSize.height - originalDesignResolutionSize.height; switch (eResolutionPolicy) { case kResolutionExactFit: { //... } break; case kResolutionNoBorder: { //... } break; case kResolutionShowAll: { pt.x += offsetWidth2 / 2; pt.y += offsetheight2 / 2; } break; case kResolutionFixedHeight: { //... } break; case kResolutionFixedWidth: { pt.y += offsetheight; } break; } pt.x *= eglView->getScaleX(); pt.y *= eglView->getScaleY(); int id = wParam; if (message == WM_KEYDOWN) { eglView->handleTouchesBegin(1, &id, &pt.x, &pt.y); } else { eglView->handleTouchesEnd(1, &id, &pt.x, &pt.y); } *pProcessed = TRUE; } break; } return 0; }
bool Assets::enableMutliResolutionSupport() { /// Multi resolution support BEFORE cocos2d-x 2.0.4 /// The correct resolution is enableds using setResourceDirectory which set the resource directory for the current device's resolution /// Shared/common images to all resolutions are stored in the root resources (Resources/GameResources/textures) /// See http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Mechanism_of_loading_resources /**************************************************************************************************************** * * Since 2.0.4, cocos2d-x introduced a new multi-resolution support * http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support * http://www.cocos2d-x.org/wiki/Detailed_explanation_of_Cocos2d-x_Multi-resolution_adaptation * * Set the design resolution: width, height and policy * * - kResolutionExactFit - * The entire application is visible in the specified area without trying to preserve the original aspect ratio. * Distortion can occur, and the application may appear stretched or compressed. * * - kResolutionNoBorder - * The entire application fills the specified area, without distortion but possibly with some cropping, * while maintaining the original aspect ratio of the application. * * - kResolutionShowAll - * The entire application is visible in the specified area without distortion while maintaining the original * aspect ratio of the application. Borders can appear on two sides of the application. ****************************************************************************************************************/ CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = pDirector->getOpenGLView(); CCFileUtils &fileUtils = *CCFileUtils::sharedFileUtils(); pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit); CCSize frameSize = pEGLView->getFrameSize(); /// We select resource according to the frame's height. /// If the resource size is different from design resolution size, you need to set contentScaleFactor. /// We use the ratio of resource's height to the height of design resolution, /// this can make sure that the resource's height could fit for the height of design resolution. std::vector<std::string> resOrder = fileUtils.getSearchResolutionsOrder(); /// GPU max texture size GLint maxTextureSize = 0; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); CCLOG("GPU max texture size: %d", maxTextureSize); bool scaledGraphics = false; /// set the contentScaleFactor based on the ratio of WIDTH if (frameSize.width > mediumResource.size.width && maxTextureSize >= 2048) { CCLOG("Select LARGE (ipadhd) resource..."); resOrder.insert(resOrder.begin(), largeResource.directory); /// pDirector->setContentScaleFactor(largeResource.size.width/designResolutionSize.width); pDirector->setContentScaleFactor(4.f); } // if the frame's height is larger than the height of small resource size, select medium resource. else if (frameSize.width > smallResource.size.width && maxTextureSize >= 1024) { CCLOG("Select MEDIUM (hd) resource..."); resOrder.insert(resOrder.begin(), mediumResource.directory); /// pDirector->setContentScaleFactor(mediumResource.size.width/designResolutionSize.width); pDirector->setContentScaleFactor(2.f); scaledGraphics = frameSize.width > mediumResource.size.width; // have scale down because of max texture size too small? } // if the frame's height is smaller than the height of medium resource size, select small resource. else { CCLOG("Select SMALL (sd) resource..."); resOrder.insert(resOrder.begin(), smallResource.directory); /// pDirector->setContentScaleFactor(smallResource.size.width/designResolutionSize.width); pDirector->setContentScaleFactor(1.f); scaledGraphics = frameSize.width > smallResource.size.width; // have scale down because of max texture size too small? } /// Show an error message if we scaled down the graphics or the max texture size is too small if (scaledGraphics || maxTextureSize < 512) { CCLOGERROR("Unsupported max texture size: %d",maxTextureSize); CCMessageBox("We detected graphics limitation which might prevent the app to work properly or to use HD graphics (max texture too small)", "ERROR"); } /// Bug fix: the resolution directory must have a trailing slash (e.g. hd/ or sd/) or /// CCFileUtils::getFullPathForDirectoryAndFilename() will not work correclty on iOS if /// both search paths and resolution order are defined (missing slash between directory and filename). /// We now use setSearchResolutionsOrder instead of addSearchResolutionsOrder because /// addSearchResolutionsOrder simply add the string to the list of the resolution order without adding the trailing slash. /// setSearchResolutionOrder takes care of adding the trailing slash if missing. /// See. http://discuss.cocos2d-x.org/t/search-paths-and-resolutions-order-issue-on-ios/14424 fileUtils.setSearchResolutionsOrder(resOrder); /// Set the font sizes for (int i = 0; i < 4; i++) smFontsSize[i] *= designResolutionSize.width / smallResource.size.width; ////////////////// Trace settings... ///////////////// #if COCOS2D_DEBUG > 0 /// Redirect standard output and error stream to file //freopen(fileUtils.getWritablePath().append("cocos2d.log").c_str(), "a+", stdout); //freopen(fileUtils.getWritablePath().append("cocos2d.log").c_str(), "a+", stderr); /// In debug mode we change the default search path to the following. std::vector<std::string> paths; paths.push_back(fileUtils.getWritablePath()); /// First we search the writable path root for assets download on-the-fly (see command.h/cpp) paths.push_back(fileUtils.getWritablePath().append("lua")); /// Secondly we search in the lua folder below the writable root for lua script paths.push_back(""); /// Finally we look in the default resource path (empty string) fileUtils.setSearchPaths(paths); TargetPlatform platform = CCApplication::sharedApplication()->getTargetPlatform(); if (platform == kTargetAndroid || platform == kTargetIpad || platform == kTargetIphone) { /// Purge the writable folder CCLOG("Removing files from the assets staging area (writable path)..."); /// TODO on mac getWritablePath is "/Users/lzubiaur/Library/Caches/". /// So it should not be wipe out but temporary assets should be written in a subfolder emptyFolder(fileUtils.getWritablePath()); } CCLOG("Real screen size: %.0fx%.0f", pEGLView->getFrameSize().width, pEGLView->getFrameSize().height); CCLOG("Design resolution size: %.0fx%.0f", pEGLView->getDesignResolutionSize().width, pEGLView->getDesignResolutionSize().height); CCLOG("Content scale factor: %f", pDirector->getContentScaleFactor()); CCLOG("Scale x:%f y:%f", pEGLView->getScaleX(), pEGLView->getScaleY()); CCLOG("Visible origin: x:%.0f y:%.0f",pEGLView->getVisibleOrigin().x, pEGLView->getVisibleOrigin().y); CCLOG("Visible size: %.0fx%.0f", pEGLView->getVisibleSize().width, pEGLView->getVisibleSize().height); /// Log the search paths std::string searchPath; for (const std::string s : fileUtils.getSearchPaths()) searchPath.append(' ' + s); CCLOG("Search path: %s", searchPath.c_str()); /// Log the search resolution order std::string resolutionOrder; for (const std::string s : fileUtils.getSearchResolutionsOrder()) resolutionOrder.append(' ' + s); CCLOG("Search resolution order: %s", resolutionOrder.c_str()); CCLOG("Writeable path: %s", fileUtils.getWritablePath().c_str()); CCLOG("Lua version: %s",LUA_VERSION); /// CCLOG("Websocket version %s",lws_get_library_version()); /* d("top: %f %f", CVisibleRect::top().x, CVisibleRect::top().y ); d("rightTop: %f %f", CVisibleRect::rightTop().x, CVisibleRect::rightTop().y ); d("leftTop: %f %f", CVisibleRect::leftTop().x, CVisibleRect::leftTop().y ); d("left: %f %f", CVisibleRect::left().x, CVisibleRect::left().y ); d("right: %f %f", CVisibleRect::right().x, CVisibleRect::right().y ); d("leftBottom: %f %f", CVisibleRect::leftBottom().x, CVisibleRect::leftBottom().y ); d("rightBottom: %f %f", CVisibleRect::rightBottom().x, CVisibleRect::rightBottom().y ); d("center: %f %f", CVisibleRect::center().x, CVisibleRect::center().y ); d("bottom: %f %f", CVisibleRect::bottom().x, CVisibleRect::bottom().y ); */ #endif return true; }