在cocos2d 3.2版本中,在IOS8.0以上游戏才用横竖屏都支持后,弹出输入法,或者游戏切到后台弹出输入法再切回来会引起屏幕跑偏,修复方案如下:
修改CCEAGLView.mm文件,注意第一个case的处理
-(void) doAnimationWhenKeyboardMoveWithDuration:(float)duration distance:(float)dis
{
[UIView beginAnimations:nil context:nullptr];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:duration];
[UIView setAnimationBeginsFromCurrentState:YES];
//NSLog(@"[animation] dis = %f, scale = %f \n", dis, cocos2d::GLView::getInstance()->getScaleY());
if (dis < 0.0f) dis = 0.0f;
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
dis *= glview->getScaleY();
if (self.contentScaleFactor == 2.0f)
{
dis /= 2.0f;
}
switch ([self getstatusBarOrientation])
{
case UIInterfaceOrientationPortrait:
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.0)
{
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y - dis, self.frame.size.width, self.frame.size.height);
}else{
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y - dis, originalRect_.size.width, originalRect_.size.height);
}
break;
case UIInterfaceOrientationPortraitUpsideDown:
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y + dis, originalRect_.size.width, originalRect_.size.height);
break;
case UIInterfaceOrientationLandscapeLeft:
self.frame = CGRectMake(originalRect_.origin.x - dis, originalRect_.origin.y , originalRect_.size.width, originalRect_.size.height);
break;
case UIInterfaceOrientationLandscapeRight:
self.frame = CGRectMake(originalRect_.origin.x + dis, originalRect_.origin.y , originalRect_.size.width, originalRect_.size.height);
break;
default:
break;
}
[UIView commitAnimations];
}
在其他cocos版本中,采用以下方法处理:
-(void) doAnimationWhenKeyboardMoveWithDuration:(float)duration distance:(float)dis
{
[UIView beginAnimations:nil context:nullptr];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:duration];
[UIView setAnimationBeginsFromCurrentState:YES];
//NSLog(@"[animation] dis = %f, scale = %f \n", dis, cocos2d::GLView::getInstance()->getScaleY());
if (dis < 0.0f) dis = 0.0f;
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
dis *= glview->getScaleY();
dis /= self.contentScaleFactor;
switch (getFixedOrientation([[UIApplication sharedApplication] statusBarOrientation]))
{
case UIInterfaceOrientationPortrait:
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.0)
{
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y - dis, self.frame.size.width, self.frame.size.height);
}else{
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y - dis, originalRect_.size.width, originalRect_.size.height);
}
break;
case UIInterfaceOrientationPortraitUpsideDown:
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y + dis, originalRect_.size.width, originalRect_.size.height);
break;
case UIInterfaceOrientationLandscapeLeft:
self.frame = CGRectMake(originalRect_.origin.x - dis, originalRect_.origin.y , originalRect_.size.width, originalRect_.size.height);
break;
case UIInterfaceOrientationLandscapeRight:
self.frame = CGRectMake(originalRect_.origin.x + dis, originalRect_.origin.y , originalRect_.size.width, originalRect_.size.height);
break;
default:
break;
}
[UIView commitAnimations];
}