// Copyright 2017 The Emscripten Authors. All rights reserved. // Emscripten is available under two separate licenses, the MIT license and the // University of Illinois/NCSA Open Source License. Both these licenses can be // found in the LICENSE file. #include #include #include #include #include "cocos2d.h" #include // ============= // AppMacros.h // ============= /* For demonstrating using one design resolution to match different resources, or one resource to match different design resolutions. [Situation 1] Using one design resolution to match different resources. Please look into Appdelegate::applicationDidFinishLaunching. We check current device frame size to decide which resource need to be selected. So if you want to test this situation which said in title '[Situation 1]', you should change ios simulator to different device(e.g. iphone, iphone-retina3.5, iphone-retina4.0, ipad, ipad-retina), or change the window size in "proj.XXX/main.cpp" by "CCEGLView::setFrameSize" if you are using win32 or linux plaform and modify "proj.mac/AppController.mm" by changing the window rectangle. [Situation 2] Using one resource to match different design resolutions. The coordinates in your codes is based on your current design resolution rather than resource size. Therefore, your design resolution could be very large and your resource size could be small. To test this, just define the marco 'TARGET_DESIGN_RESOLUTION_SIZE' to 'DESIGN_RESOLUTION_2048X1536' and open iphone simulator or create a window of 480x320 size. [Note] Normally, developer just need to define one design resolution(e.g. 960x640) with one or more resources. */ #define DESIGN_RESOLUTION_480X320 0 #define DESIGN_RESOLUTION_1024X768 1 #define DESIGN_RESOLUTION_2048X1536 2 /* If you want to switch design resolution, change next line */ #define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320 typedef struct tagResource { cocos2d::Size size; char directory[100]; }Resource; static Resource smallResource = { cocos2d::Size(480, 320), "iphone" }; static Resource mediumResource = { cocos2d::Size(1024, 768), "ipad" }; static Resource largeResource = { cocos2d::Size(2048, 1536), "ipadhd" }; #if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320) static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320); #elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768) static cocos2d::Size designResolutionSize = cocos2d::Size(1024, 768); #elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536) static cocos2d::Size designResolutionSize = cocos2d::Size(2048, 1536); #else #error unknown target design resolution! #endif // The font size 24 is designed for small resolution, so we should change it to fit for current design resolution #define TITLE_FONT_SIZE (cocos2d::EGLView::getInstance()->getDesignResolutionSize().width / smallResource.size.width * 24) // =============== // AppDelegate.h // =============== /** @brief The cocos2d Application. The reason for implement as private inheritance is to hide some interface call by Director. */ class AppDelegate : private cocos2d::Application { public: AppDelegate(); virtual ~AppDelegate(); /** @brief Implement Director and Scene init code here. @return true Initialize success, app continue. @return false Initialize failed, app terminate. */ virtual bool applicationDidFinishLaunching(); /** @brief The function be called when the application enter background @param the pointer of the application */ virtual void applicationDidEnterBackground(); /** @brief The function be called when the application enter foreground @param the pointer of the application */ virtual void applicationWillEnterForeground(); }; // =================== // HelloWorldScene.h // =================== class HelloWorld : public cocos2d::Layer { public: // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointer static cocos2d::Scene* scene(); // a selector callback void menuCloseCallback(Object* sender); // implement the "static node()" method manually CREATE_FUNC(HelloWorld); }; USING_NS_CC; // ======================= // HelloWorldScene.cpp // ======================= Scene* HelloWorld::scene() { // 'scene' is an autorelease object Scene *scene = Scene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object MenuItemImage *closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback,this)); closeItem->setPosition(origin + Point(visibleSize) - Point(closeItem->getContentSize() / 2)); // create menu, it's an autorelease object Menu* menu = Menu::create(closeItem, nullptr); menu->setPosition(Point::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label LabelTTF* label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE); // position the label on the center of the screen label->setPosition(Point(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); // add "HelloWorld" splash screen" Sprite* sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen sprite->setPosition(Point(visibleSize / 2) + origin); // add the sprite as a child to this layer this->addChild(sprite, 0); return true; } void HelloWorld::menuCloseCallback(Object* sender) { Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } // ================= // AppDelegate.cpp // ================= using namespace std; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* glView = EGLView::getInstance(); director->setOpenGLView(glView); Size size = director->getWinSize(); // Set the design resolution glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size frameSize = glView->getFrameSize(); vector searchPath; // In this demo, 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. // if the frame's height is larger than the height of medium resource size, select large resource. if (frameSize.height > mediumResource.size.height) { searchPath.push_back(largeResource.directory); director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small resource size, select medium resource. else if (frameSize.height > smallResource.size.height) { searchPath.push_back(mediumResource.directory); director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium resource size, select small resource. else { searchPath.push_back(smallResource.directory); director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } // set searching path FileUtils::getInstance()->setSearchPaths(searchPath); // turn on display FPS director->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object Scene *scene = HelloWorld::scene(); // run director->runWithScene(scene); return true; } // This function will be called when the app is inactive. When comes a phone call,it's be invoked too void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation(); // if you use SimpleAudioEngine, it must be pause // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // if you use SimpleAudioEngine, it must resume here // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); } // ========== // main.cpp // ========== int main(int argc, char **argv) { // create the application instance AppDelegate app; EM_ASM({ Browser.setCanvasSize(640, 480); }); return Application::getInstance()->run(); }