I’m using 3.6 and working in Xcode. And your AppDelegate.cpp is way different from the one I posted on Github
Hello,
I am using Cocos2dx 3.9 version.
This is my design resolution:
director->getOpenGLView()->setDesignResolutionSize(1212, 768, ResolutionPolicy::NO_BORDER);
I created .csb file using same design resolution.
Am using below code:
auto rootNode = CSLoader :: createNode ( "LoginScene.csb" );
auto size = Director :: getInstance () -> getVisibleSize ();
rootNode-> setContentSize (size);
rootNode->setPosition(Vec2(Director :: getInstance () ->getVisibleOrigin().x, Director :: getInstance () ->getVisibleOrigin().y));
ui :: Helper :: doLayout (rootNode);
addChild (rootNode);
I have checked in all IOS device and most of the Android device. Game is loading Full screen.
Thanks
Gurudath
@Gurudath in 3.9 they added a new api to simplify this. Use
CSLoader::createNodeWithVisibleSize
instead of
CSLoader::createNode
Then you dont have to use that fix with setSize and doLayout.
is it working guru… ??
Its working. I have tested. But in our case for Full screen we need to set Position.
rootNode->setPosition(Vec2(Director :: getInstance () ->getVisibleOrigin().x, Director :: getInstance () ->getVisibleOrigin().y));
because of NO_BORDER right… ??
we have to set the origin.
If we set the Design resolution NO_BORDER then we need to set the Origin.
If we set the Design resolution FIXED HEIGHT no need to set the Origin.