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90 lines
4.7 KiB
C
90 lines
4.7 KiB
C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef _APPMACROS_H_
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#define _APPMACROS_H_
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#include "cocos2d.h"
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/* For demonstrating using one design resolution to match different resources,
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or one resource to match different design resolutions.
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[Situation 1] Using one design resolution to match different resources.
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Please look into Appdelegate::applicationDidFinishLaunching.
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We check current device frame size to decide which resource need to be selected.
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So if you want to test this situation which said in title '[Situation 1]',
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you should change ios simulator to different device(e.g. iphone, iphone-retina3.5, iphone-retina4.0, ipad, ipad-retina),
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or change the window size in "proj.XXX/main.cpp" by "CCEGLView::setFrameSize" if you are using win32 or linux plaform
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and modify "proj.mac/AppController.mm" by changing the window rectangle.
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[Situation 2] Using one resource to match different design resolutions.
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The coordinates in your codes is based on your current design resolution rather than resource size.
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Therefore, your design resolution could be very large and your resource size could be small.
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To test this, just define the marco 'TARGET_DESIGN_RESOLUTION_SIZE' to 'DESIGN_RESOLUTION_2048X1536'
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and open iphone simulator or create a window of 480x320 size.
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[Note] Normally, developer just need to define one design resolution(e.g. 960x640) with one or more resources.
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*/
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#define DESIGN_RESOLUTION_480X320 0
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#define DESIGN_RESOLUTION_960x640 1
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#define DESIGN_RESOLUTION_1024X768 2
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#define DESIGN_RESOLUTION_2048X1536 3
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/* If you want to switch design resolution, change next line */
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#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_960x640
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typedef struct tagResource {
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cocos2d::Size size;
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char directory[100];
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} Resource;
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static Resource smallResource = {cocos2d::Size(480, 320), "iphone"};
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static Resource mediumResource = {cocos2d::Size(960, 640), "iphone-retina"};
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static Resource largeResource = {cocos2d::Size(1024, 768), "ipad"};
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static Resource extralargeResource = {cocos2d::Size(2048, 1536), "ipad-retina"};
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#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
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static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
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#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_960x640)
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static cocos2d::Size designResolutionSize = cocos2d::Size(960, 640);
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#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
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static cocos2d::Size designResolutionSize = cocos2d::Size(1024, 768);
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#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
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static cocos2d::Size designResolutionSize = cocos2d::Size(2048, 1536);
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#else
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#error unknown target design resolution!
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#endif
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// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
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#define TITLE_FONT_SIZE (cocos2d::Director::getInstance()->getOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
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#endif /* _APPMACROS_H_ */
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