Mechanism of Loading Resources¶
There are two different mechanisms of loading resources since cocos2d-2.1beta3-x-2.1.1:- distributed strategy
This strategy is used in CocosBuilder. It put all retina resources into different directories. We will describe it in detail following. - centralized strategy
This strategy put all retina resources into a separate directory.
1. Distributed strategy
This strategy is used in cocos2d-iphone and CocosBuilder. The resource directory looks like
1.1. Developer guilde
1std::vector<std::string> resDirOrders;
2if (resolution is ipad retina)
3{
4 resDirOrders.push_back("resources-ipadhd");
5 resDirOrders.push_back("resources-ipad");
6 resDirOrders.push_back("resources-iphonehd");
7}
8CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders);
After setting searching resolutions order, suppose we create a sprite like this1CCSprite *sprite = CCSprite::create("images/tex.png");
Engine will find tex.png in the following sequence
- find it in images/resources-ipadhd/
- if not found, find it in images/resources-ipad/
- if not found, find it in images/resources-iphonehd/
- if not found, find it in images/
1.2. Notes
1std::vector<std::string> resDirOrders;
2if (resolution is reslution1)
3{
4 resDirOrders->push_back("path1");
5 resDirOrders->push_back("path2");
6 ...
7}
8else if (resolution is resolution2)
9{
10 resDirOrders->push_back("path-a");
11 resDirOrders->push_back("path-b");
12 ...
13}
14...
15
16CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders);
2. Centralized strategy
2.1. Why use a different mechanism than cocos2d-iphone
2.2. What is the new mechanism
1// set searching paths to "/mnt/sd/example" and "/data/data/org.cocos2dx.example"
2vector<string> searchPaths;
3searchPaths.push_back("/mnt/sd/example");
4searchPaths.push_back("/data/data/org.cocos2dx.example");
5CCFileUtils::setSearchPaths(searchPaths);
6// engine will find "1.png" in /mnt/sd/example, if there it is not found, then engine will find "1.png" in /data/data/org.cocos2dx.example
7// if not found, engine will find "1.png" in Resources/ (this path is platform dependent)
8CCSprite *pSprite = CCSprite::create("1.png");
2.3. Developer guide
- Do not use -hd, -ipad, -ipadhd suffixes any more. Instead, put all hd files in a directory, then all ipad files in another directory, and so on, then set resource directory to tell the engine where to find a picture.
- If you want to share some resources between different resolutions, then you can put all shared resources in Resources/, and put resolution specified resources in different directories.
You can refer to samples/HelloCpp for more information.
2.4. For example:
Special note:
xCode "groups" DO NOT work! You will get bugs where a random asset size is chosen.
xCode "folder references" DO work!
Make sure to select the correct option when selecting "Add Files to <ProjectName>"
2.5. Notes
There are some things you should be noted about the new mechanism:- Do not use -hd, -ipad & -ipadhd suffix as the "file" name field in .fnt file
- Do not use -hd, -ipad & -ipadhd suffix as the "textureFilename" name field in .plist file
- Do not use -hd, -ipad & -ipadhd suffix as the "image source" name field in .tmx file
- You should set shared resource's scale property to achieve the same display size on both Retina & Non-Retina devices, but particles are exceptional.
- Use centralized strategy as you can