예제 #1
0
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;
}
예제 #2
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;
}