Hi , I’m having problem working with multi screen solution. I’ve done the search around but still couldn’t find the solution since those answer were oudated / using deprecated method or unclear to me. After 3 hours of searching and tried many different advices, I still couldn’t get it done and I got confused so I have to create this topic. Your attention and help is very much appreciated.
My situation: I’m working with designResolutionSize = cocos2d::Size(1280, 720);
. It works fine on my PC monitor (with screen solution 1600x900) but when I install my app on a set-top box and run it on a 30 inch or 40 inch TV. My sprites don’t scale up to fit the TV screen, they looks too tiny.
My question How should I make my App scale up/down depends on the device resolution to fit the screen?
My AppDelegate.cpp:
static cocos2d::Size designResolutionSize = cocos2d::Size(1280, 720);
bool AppDelegate::applicationDidFinishLaunching(){
// Get the Director instance
auto mDirector = Director::getInstance();
// Get the GL View Container
auto mGLView = mDirector->getOpenGLView();
//Set up View Container if there's no available one
if (!mGLView)
{
mGLView = GLViewImpl::create("NGTV Launcher");
/*mGLView->setFrameSize(1280, 720);*/
mGLView->setFrameSize(1600, 900);
/*mGLView->setFrameSize(1920, 1080);*/
mDirector->setOpenGLView(mGLView);
}
mGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::EXACT_FIT);
// Innitialize a Scene with createScene()
auto mScene = HelloWorld::createScene();
// Run the scenee
mDirector->runWithScene(mScene);
return true;
}