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- /******************************************************************************
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- * Last updated April 5, 2025. Replaces all prior versions.
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- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
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- #ifndef _APPMACROS_H_
- #define _APPMACROS_H_
- #include "cocos2d.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_960x640 1
- #define DESIGN_RESOLUTION_1024X768 2
- #define DESIGN_RESOLUTION_2048X1536 3
- /* If you want to switch design resolution, change next line */
- #define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_960x640
- typedef struct tagResource {
- cocos2d::Size size;
- char directory[100];
- } Resource;
- static Resource smallResource = {cocos2d::Size(480, 320), "iphone"};
- static Resource mediumResource = {cocos2d::Size(960, 640), "iphone-retina"};
- static Resource largeResource = {cocos2d::Size(1024, 768), "ipad"};
- static Resource extralargeResource = {cocos2d::Size(2048, 1536), "ipad-retina"};
- #if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
- static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
- #elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_960x640)
- static cocos2d::Size designResolutionSize = cocos2d::Size(960, 640);
- #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::Director::getInstance()->getOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
- #endif /* _APPMACROS_H_ */
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