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cocos2d-x 1.0版本 自适应屏幕分辨率

2012-12-16 10:42 351 查看
最近需要把IOS上的一款游戏移植到Android平台,该游戏使用的cocos2d-x版本是cocos2d-1.0.1-x-0.12.0,由于美术太忙,没法提供android平台的图片,没办法暂时就只能用ipad的图片了,图片的尺寸是1024×768。我想要实现的效果是:图片资源能根据手机实际的分辨率自动缩放,由于只有一套图片没法在各分辨率全屏显示,可以接受两侧留黑边。在网上找到一个不错的实现方案,本文内容主要参考这篇博客,地址:/article/8024109.html,。原理其实比较简单:计算手机屏幕宽高跟图片资源的宽高比(手机屏幕宽度/图片宽度、手机屏幕高度/图片高度,宽高都以像素为单位),然后计算缩放因子进行缩放,因为需要保证图片全部显示到屏幕内,所以缩放倍数要大,缩放因子要小。

下面来实现一个demo,图片资源使用的是cocos2dx-2.0.4版本例子中的1024×768的图片,首先创建一个ViewAutoScale.h:
#ifndef VIEW_AUTO_SCALE_H
#define VIEW_AUTO_SCALE_H

#include "cocos2d.h"

int ViewAutoScale(cocos2d::CCEGLView* view,
void* title,
int width,
int height,
cocos2d::CCSize* supportDisplay,
int displays,
int defaultWidth,
int defaultHeight);

inline bool IsMatchDisplay(int w, int h, cocos2d::CCSize& size)
{
return (w==size.width && h==size.height) || (h==size.width && w==size.height);
}

#endif
创建ViewAutoScale.cpp,实现各个平台的缩放功能:
#include "ViewAutoScale.h"

using namespace cocos2d;

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
int ViewAutoScale(cocos2d::CCEGLView* view,
void* title,
int width,
int height,
cocos2d::CCSize* supportDisplay,
int displays,
int defaultWidth,
int defaultHeight)
{
if(view == NULL)
{
return -1;
}
for (int i=0; i < displays; i++)
{
if (IsMatchDisplay(width, height, supportDisplay[i]))
{
view->Create((LPCTSTR)title, width, height);
return i+1;
}
}
view->Create((LPCTSTR)title, defaultWidth, defaultHeight);

view->setScreenScale(min((float)width/ defaultWidth, (float)height/ defaultHeight));
view->resize(width, height);
view->centerWindow();
return 0;
}

#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
int ViewAutoScale(cocos2d::CCEGLView* view,
void* title,
int width,
int height,
cocos2d::CCSize* supportDisplay,
int displays,
int defaultWidth,
int defaultHeight)
{
if(view == NULL)
{
return -1;
}
for (int i=0; i < displays; i++)
{
if (IsMatchDisplay(width, height, supportDisplay[i]))
{
return i+1;
}
}
view->create(defaultWidth, defaultHeight);

return 0;
}
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
int ViewAutoScale(cocos2d::CCEGLView* view,
void* title,
int width,
int height,
cocos2d::CCSize* supportDisplay,
int displays,
int defaultWidth,
int defaultHeight)
{
return 0;
}
#endif


接着要在各个平台进行调用了:

(1) Win32平台

在AppDelegate.cpp的AppDelegate::initInstance()里添加:
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)

// Initialize OpenGLView instance, that release by CCDirector when application terminate.
// The HelloWorld is designed as HVGA.

#define GAME_WIDTH 960
#define GAME_HEIGHT 540
#define DEFAULT_WIDTH 1024
#define DEFAULT_HEIGHT 768
CCSize sSupportDisplay[] = {CCSize(1024, 768)};
CCEGLView * pMainWnd = new CCEGLView();
CC_BREAK_IF(! pMainWnd);
if (ViewAutoScale(pMainWnd, TEXT("IQ:960x540"),
GAME_WIDTH,
GAME_HEIGHT,
sSupportDisplay,
sizeof(sSupportDisplay)/sizeof(CCSize),
DEFAULT_WIDTH, DEFAULT_HEIGHT) < 0)
{
return false;
}

#endif  // CC_PLATFORM_WIN32


sSupportDisplay为你的游戏能支持的分辨率,就是准备的图片的尺寸。DEFAULT_WIDTH和DEFAULT_HEIGHT表示游戏默认使用的图片尺寸,如果游戏运行的机器屏幕不在准备的范围内,就以默认的值为基数进行缩放。下面是在各分辨率下运行的效果,1024×768刚好跟图片尺寸一样,效果是完美的,刚好全屏,这里就不贴出了。在博客上看到的图片可能是变形的,是为了避免图片超出网页边框,就对图片宽度进行了压缩,真实的图片是没有变形的。

960×540:



800×480:



(2)android平台

修改/jni/helloworld/main.cpp:

void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv*  env, jobject thiz, jint w, jint h)
{
cocos2d::CCSize sSupportDisplay[] = { cocos2d::CCSize(1024, 768) };
if (!cocos2d::CCDirector::sharedDirector()->getOpenGLView())
{
cocos2d::CCEGLView *view = &cocos2d::CCEGLView::sharedOpenGLView();
view->setFrameWidthAndHeight(w, h);
// if you want to run in WVGA with HVGA resource, set it
// view->create(480, 320);  Please change it to (320, 480) if you're in portrait mode.
ViewAutoScale(view, NULL, w, h, sSupportDisplay,
sizeof(sSupportDisplay) / sizeof(CCSize), 1024, 768);
cocos2d::CCDirector::sharedDirector()->setOpenGLView(view);

AppDelegate *pAppDelegate = new AppDelegate();
cocos2d::CCApplication::sharedApplication().run();
}
else
{
cocos2d::CCTextureCache::reloadAllTextures();
cocos2d::CCDirector::sharedDirector()->setGLDefaultValues();
}
}


下图是800×480分辨率模拟器上的效果:



如果你需要游戏能全屏显示的话,就选择缩放倍数小的值,即缩放因子大的值,修改ViewAutoScale.cpp:
view->setScreenScale(min((float)width/ defaultWidth, (float)height/ defaultHeight));
//改成
view->setScreenScale(max((float)width/ defaultWidth, (float)height/ defaultHeight));


运行到android平台还需要修改引擎的源码,因为引擎默认使用的是min方式,修改platform\android\CCEGLView_android.cpp的CCEGLView::create(int width, int height)函数:
m_fScreenScaleFactor =  MIN((float)m_sSizeInPixel.width / m_sSizeInPoint.width,
(float)m_sSizeInPixel.height / m_sSizeInPoint.height);
//改成
m_fScreenScaleFactor =  MAX((float)m_sSizeInPixel.width / m_sSizeInPoint.width,
(float)m_sSizeInPixel.height / m_sSizeInPoint.height);


下面是CCEGLView::create(int width, int height)函数的完整源码:
void CCEGLView::create(int width, int height)
{
if (width == 0 || height == 0)
{
return;
}
m_sSizeInPoint.width = width;
m_sSizeInPoint.height = height;
// calculate the factor and the rect of viewport
m_fScreenScaleFactor =  MIN((float)m_sSizeInPixel.width / m_sSizeInPoint.width,
(float)m_sSizeInPixel.height / m_sSizeInPoint.height);
int viewPortW = (int)(m_sSizeInPoint.width * m_fScreenScaleFactor);
int viewPortH = (int)(m_sSizeInPoint.height * m_fScreenScaleFactor);
m_rcViewPort.origin.x = (m_sSizeInPixel.width - viewPortW) / 2;
m_rcViewPort.origin.y = (m_sSizeInPixel.height - viewPortH) / 2;
m_rcViewPort.size.width = viewPortW;
m_rcViewPort.size.height = viewPortH;
m_bNotHVGA = true;
}


demo源码下载地址:http://download.csdn.net/detail/zhoujianghai/4814684

转载请注明来自:Alex
Zhou的程序世界,本文链接:http://codingnow.cn/cocos2d-x/954.html
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