Cocos2d-x 中setFrameSize 和 setDesignResolutionSize的一个问题

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      最近开始搞cocos了,虽然开发起来看起来还挺简单的……但是感觉坑真是好多。。。

     ok,现在讲一下我遇到的一个问题。在cocos2dx-3.x的版本中,增加了DesignResolutionSize的概念,这个东西可以使得自己设计的屏幕大小适应各种机器的屏幕。听起来还是很方便的。我开始想要模拟一个960*640的屏幕,但逻辑上的分辨率是480*320,于是我这么写了:


    auto glview = director->getOpenGLView();    if(!glview) {        glview = GLViewImpl::create("Cpp Empty Test");        director->setOpenGLView(glview);    }// 设定分辨率glview->setDesignResolutionSize(480,320,ResolutionPolicy::EXACT_FIT);glview->setFrameSize(960,640);

    结果出现了奇怪的问题,在我写touch事件的时候,坐标怎么搞都不对。搞了好长时间才弄好,晕了。实际上,问题就出在我刚才设定分辨率的部分,把代码改成这样就好了:


glview->setFrameSize(960,640);glview->setDesignResolutionSize(480,320,ResolutionPolicy::EXACT_FIT);

为什么会出现这样的问题呢。。。我们来看一下源码,首先是setDesignResolutionSize:
void GLView::setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy){    CCASSERT(resolutionPolicy != ResolutionPolicy::UNKNOWN, "should set resolutionPolicy");        if (width == 0.0f || height == 0.0f)    {        return;    }    _designResolutionSize.setSize(width, height);    _resolutionPolicy = resolutionPolicy;        updateDesignResolutionSize(); }

看起来就是设定了一下我们传入的东西,然后update一下,点开updateDesignResolutionSize()看一下:

void GLView::updateDesignResolutionSize(){    if (_screenSize.width > 0 && _screenSize.height > 0        && _designResolutionSize.width > 0 && _designResolutionSize.height > 0)    {        _scaleX = (float)_screenSize.width / _designResolutionSize.width;        _scaleY = (float)_screenSize.height / _designResolutionSize.height;                if (_resolutionPolicy == ResolutionPolicy::NO_BORDER)        {            _scaleX = _scaleY = MAX(_scaleX, _scaleY);        }                else if (_resolutionPolicy == ResolutionPolicy::SHOW_ALL)        {            _scaleX = _scaleY = MIN(_scaleX, _scaleY);        }                else if ( _resolutionPolicy == ResolutionPolicy::FIXED_HEIGHT) {            _scaleX = _scaleY;            _designResolutionSize.width = ceilf(_screenSize.width/_scaleX);        }                else if ( _resolutionPolicy == ResolutionPolicy::FIXED_WIDTH) {            _scaleY = _scaleX;            _designResolutionSize.height = ceilf(_screenSize.height/_scaleY);        }                // calculate the rect of viewport        float viewPortW = _designResolutionSize.width * _scaleX;        float viewPortH = _designResolutionSize.height * _scaleY;                _viewPortRect.setRect((_screenSize.width - viewPortW) / 2, (_screenSize.height - viewPortH) / 2, viewPortW, viewPortH);                // reset director's member variables to fit visible rect        auto director = Director::getInstance();        director->_winSizeInPoints = getDesignResolutionSize();        director->createStatsLabel();        director->setGLDefaultValues();    }}

看起来是根据设计分辨率和屏幕大小,然后根据所选策略,计算了缩放的因子,然后修改分辨率,那么这个问题大概也就能明白了,我们在设定屏幕大小之前就使用了它,自然会出现这个问题,因为之前的屏幕大小不是这样的,最后来看一下setFrameSize这个函数:

void GLView::setFrameSize(float width, float height){    _designResolutionSize = _screenSize = Size(width, height);}

这个函数把屏幕分辨率和设计分辨率都进行了设定,因此像最开始那么写,设计分辨率也变得不对了,好坑。。。人生艰难啊

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