http://blog.csdn.net/somestill/article/details/9950403
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCSize frameSize = CCEGLView::sharedOpenGLView()->getFrameSize(); CCSize lsSize = CCSizeMake(960,640); float scaleX = (float)frameSize.width/lsSize.width; float scaleY = (float)frameSize.height/lsSize.height; float scale = 0.0f; // MAX(scaleX,scaleY); if (scaleX > scaleY) { // 如果是 X 方向偏大,那么 scaleX 需要除以一个放大系数,放大系数可以由枞方向获取, // 因为此时 FrameSize 和 LsSize 的上下边是重叠的 scale = scaleX / (frameSize.height / (float) lsSize.height); } else { scale = scaleY / (frameSize.width / (float) lsSize.width); } CCEGLView::sharedOpenGLView()->setDesignResolutionSize(lsSize.width * scale,lsSize.height * scale,kResolutionNoBorder); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }首先,在前期进行拉伸,之后,如果出现黑边,后期,在通过调整背景图片进行填充:
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); if ((int)(visibleSize.width + 0.5) != 960 ) { float max_width = MAX(visibleSize.width,960); float min_width = MIN(visibleSize.width,960); m_bg->setScaleX(max_width/min_width); } else{ float max_width = MAX(visibleSize.height,640); float min_width = MIN(visibleSize.height,640); m_bg->setScaleY(max_width/min_width); }
这样,就能既不失真,又不会出现黑边。 推荐看 这里 ,讲解的非常详细。
// 组[1] : FrameSize: width = 720,height = 420 WinSize: width = 720,height = 480 VisibleSize: width = 720,height = 420 VisibleOrigin: x = 0,y = 30 // 组[2] :相比 组 [1] FrameSize 不变 VisibleSize 和 VisibleOrigin 随着 WinSize 的变小而变小 FrameSize: width = 720,height = 420 WinSize: width = 480,height = 320 VisibleSize: width = 480,height = 280 VisibleOrigin: x = 0,y = 20 // 组[3] : 相比组 [1] WinSize 不变,VisibleSize 随着 FrameSize 的比例改变而改变 FrameSize: width = 720,height = 540 WinSize: width = 720,height = 480 VisibleSize: width = 640,height = 480 VisibleOrigin: x = 40,y = 0 // WinSize VisibleSize VisibleOrigin 与都设计的分辨率相关,满足如下关系 WinSize.width = (VisibleOrigin.x * 2) + VisibleSize.width WinSize.height = (VisibleOrigin.y * 2) + VisibleSize.height
其中,frameSize为屏幕分辨率,winSize为设计分辨率,visibleSize为可用分辨率(可用区域)
FrameSize 是实际的屏幕分辨率,而VisibleSize 是在 WinSize 之内,保持 FrameSize 的宽高比所能占用的最大区域,实际屏幕分辨率可以大于 WinSize ,但VisibleSize 一定会小于或者等于 WinSize,这两者相同的是宽高比。VisibleSize 有着 WinSize 大小(随WinSize 的大小改变而改变),还有着 FrameSize 的宽高比,它标示在设计分辨率(WinSize)下,在屏幕中的可见区域大小。
我们可以通过如下方法获取到setDesignResolutionSize所设置的值:
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CCSize winSize = CCDirector::sharedDirector()->getWinSize(); |