cocos2dx3.2 添加现成的VisibleRect使用更方便。

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#ifndef __VISIBLERECT_H__

#define __VISIBLERECT_H__


#include "cocos2d.h"


class VisibleRect

{

public:

static cocos2d::Rect getVisibleRect();


static cocos2d::Vec2 left();

static cocos2d::Vec2 right();

static cocos2d::Vec2 top();

static cocos2d::Vec2 bottom();

static cocos2d::Vec2 center();

static cocos2d::Vec2 leftTop();

static cocos2d::Vec2 rightTop();

static cocos2d::Vec2 leftBottom();

static cocos2d::Vec2 rightBottom();

private:

static void lazyInit();

static cocos2d::Rect s_visibleRect;

};


#endif /* __VISIBLERECT_H__ */




/****************************************************************************

Copyright (c) 2013-2014 Chukong Technologies Inc.


http://www.cocos2d-x.org


Permission is hereby granted,free of charge,to any person obtaining a copy

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to use,copy,modify,merge,publish,distribute,sublicense,and/or sell

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****************************************************************************/


#include "VisibleRect.h"


USING_NS_CC;


Rect VisibleRect::s_visibleRect;


void VisibleRect::lazyInit()

{

// no lazy init

// Useful if we change the resolution in runtime

s_visibleRect = Director::getInstance()->getOpenGLView()->getVisibleRect();

}


Rect VisibleRect::getVisibleRect()

{

lazyInit();

return s_visibleRect;

}


Vec2 VisibleRect::left()

{

lazyInit();

return Vec2(s_visibleRect.origin.x,s_visibleRect.origin.y+s_visibleRect.size.height/2);

}


Vec2 VisibleRect::right()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y+s_visibleRect.size.height/2);

}


Vec2 VisibleRect::top()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y+s_visibleRect.size.height);

}


Vec2 VisibleRect::bottom()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y);

}


Vec2 VisibleRect::center()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y+s_visibleRect.size.height/2);

}


Vec2 VisibleRect::leftTop()

{

lazyInit();

return Vec2(s_visibleRect.origin.x,s_visibleRect.origin.y+s_visibleRect.size.height);

}


Vec2 VisibleRect::rightTop()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y+s_visibleRect.size.height);

}


Vec2 VisibleRect::leftBottom()

{

lazyInit();

return s_visibleRect.origin;

}


Vec2 VisibleRect::rightBottom()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y);

}


好啦,有了这个类,以后我们使用起来就更方便了,比如我要将精灵放在屏幕的中心可以这样:

Sprite* background = Sprite::create("background.png");

background->setPosition(VisibleRect::center());


原来的写法:

Size visibleSize = Director::getInstance()->getVisibleSize();

Vec2 origin = Director::getInstance()->getVisibleOrigin();

@H_60_403@Sprite* background = Sprite::create("background.png");

background->setPosition(origin + visibleSize/2);

是不是变得更简单,更方便了呢?

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