This is my method for supporting multiple resolutions:
My AppMacro.h
#ifndef __APPMACROS_H__
#define __APPMACROS_H__
#include "cocos2d.h"
#define DESIGN_RESOLUTION_480X320 0
#define DESIGN_RESOLUTION_480X320 1
#define DESIGN_RESOLUTION_1024X768 2
#define DESIGN_RESOLUTION_1280X800 3
#define DESIGN_RESOLUTION_2048X1536 4
/* If you want to switch design resolution, change next line */
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_1280X800
typedef struct tagResource
{
cocos2d::CCSize size;
char directory[100];
}Resource;
static Resource smallResource = { cocos2d::CCSizeMake(480, 320), "iphone" };
static Resource mysmallResource = { cocos2d::CCSizeMake(800, 480), "iphone" };
static Resource mediumResource = { cocos2d::CCSizeMake(1024, 768), "ipad" };
static Resource myResource = { cocos2d::CCSizeMake(1280, 800), "ipad" };
static Resource largeResource = { cocos2d::CCSizeMake(2048, 1536), "ipadhd" };
#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(480, 320);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(800, 480);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(1024, 768);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(2048, 1536);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1280X800)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(1280, 800);
#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::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / myResource.size.width * 24)
#endif /* __APPMACROS_H__ */
And my AppDelegate.cpp:
#include "AppDelegate.h"
#include "AppMacros.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
#include "GameLayer.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate() {
}
bool AppDelegate::applicationDidFinishLaunching() {
CCLOG("%s","applicationDidFinishLaunching ");
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// Set the design resolution
pEGLView->setDesignResolutionSize(designResolutionSize.width,
designResolutionSize.height, kResolutionFixedWidth);
//CCSize frameSize = pEGLView->getFrameSize();
CCSize frameSize = pDirector->getVisibleSize();
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.width > myResource.size.width) {
pDirector->setContentScaleFactor(
largeResource.size.width / designResolutionSize.width);
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.width > mediumResource.size.width) {
pDirector->setContentScaleFactor(
myResource.size.width / designResolutionSize.width);
} else if (frameSize.width > mysmallResource.size.width) {
pDirector->setContentScaleFactor(
designResolutionSize.width / mediumResource.size.width);
} else if (frameSize.width > smallResource.size.width) {
pDirector->setContentScaleFactor(
designResolutionSize.width / mediumResource.size.width);
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else {
pDirector->setContentScaleFactor(
designResolutionSize.width / smallResource.size.width);
}
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = GameLayer::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
CCDirector::sharedDirector()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
CocosDenshion::SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}