CCFileUtils::sharedFileUtils()->setResourceDirectory(dir) 方法的更新


cocos 2dx 2.1 中不支持CCFileUtils::sharedFileUtils()->setResourceDirectory(dir)方法,替代的做法是使用CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders)方法,resDirOrders聲明爲std::vector<std::string> 。

2dx文檔中描述如下(英文的,簡單明瞭,偷懶不翻譯了):

1.1. Developer guilde
CCFileUtils::setSearchResolutionsOrder() is added to support distributed strategy. You can set searching resolutions order like this


1std::vector<std::string> resDirOrders;
2if (resolution is ipad retina)
3{
4    resDirOrders.push_back("resources-ipadhd");
5    resDirOrders.push_back("resources-ipad");
6    resDirOrders.push_back("resources-iphonehd");
7}
8CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders);
After setting searching resolutions order, suppose we create a sprite like this
1CCSprite *sprite = CCSprite::create("images/tex.png"); 


Engine will find tex.png in the following sequence
find it in images/resources-ipadhd/
if not found, find it in images/resources-ipad/
if not found, find it in images/resources-iphonehd/
if not found, find it in images/
1.2. Notes
This strategy is not suitable for multi-resolution adaption, because there are too many resolutions on Android. You can not provide all resources for all resolutions, then set searching order based on resolutions, such as


 1std::vector<std::string> resDirOrders;
 2if (resolution is reslution1)
 3{
 4    resDirOrders->push_back("path1");
 5    resDirOrders->push_back("path2");
 6    ...
 7}
 8else if (resolution is resolution2)
 9{
10    resDirOrders->push_back("path-a");
11    resDirOrders->push_back("path-b");
12    ...
13}
14...
15
16CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders);
2. Centralized strategy
2.1. Why use a different mechanism than cocos2d-iphone
Cocos2d-iphone uses -hd, -ipad, -ipadhd to determine which picture to load. This mechanism is good enough for iOS platform, but is not so suitable for Android, because it has many different resolutions. Cocos2d-x is a cross platform engine, so it should use another mechanism.


2.2. What is the new mechanism
Cocos2d-x uses the new mechanism to load a picture since version cocos2d-2.0-x-2.0.2. It does not use -hd, -ipad, -ipadhd suffixes to indicate images for different resolutions.
The mechanism is:
Try to find a picture in the paths set by CCFileUtils::setSearchPaths() firstly, if it's not found, then find the picture in Resources/


1// set searching paths to "/mnt/sd/example" and "/data/data/org.cocos2dx.example" 
2vector<string> searchPaths;
3searchPaths.push_back("/mnt/sd/example");
4searchPaths.push_back("/data/data/org.cocos2dx.example");
5CCFileUtils::setSearchPaths(searchPaths);  
6// engine will find "1.png" in /mnt/sd/example, if there it is not found, then engine will find "1.png" in /data/data/org.cocos2dx.example
7// if not found, engine will find "1.png" in Resources/ (this path is platform dependent)
8CCSprite *pSprite = CCSprite::create("1.png");  
It is easy to add searching path to engine. Using this method, you can load resources into a path you know, then set this path to engine. Engine will find a resource in this path if needed.


2.3. Developer guide¶
Do not use -hd, -ipad, -ipadhd suffixes any more. Instead, put all hd files in a directory, then all ipad files in another directory, and so on, then set resource directory to tell the engine where to find a picture.
If you want to share some resources between different resolutions, then you can put all shared resources in Resources/, and put resolution specified resources in different directories.
You can refer to samples/HelloCpp for more information.

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