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ios键盘横屏_cocos2d 3.2版本IOS因键盘引起横竖屏问题

發布時間:2024/9/30 编程问答 27 豆豆
生活随笔 收集整理的這篇文章主要介紹了 ios键盘横屏_cocos2d 3.2版本IOS因键盘引起横竖屏问题 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

在cocos2d 3.2版本中,在IOS8.0以上游戲才用橫豎屏都支持后,彈出輸入法,或者游戲切到后臺彈出輸入法再切回來會引起屏幕跑偏,修復方案如下:

修改CCEAGLView.mm文件,注意第一個case的處理

-(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_.size.width,originalRect_.size.height);

}

break;

case UIInterfaceOrientationPortraitUpsideDown:

self.frame = CGRectMake(originalRect_.origin.x,originalRect_.origin.y + dis,originalRect_.size.height);

break;

case UIInterfaceOrientationLandscapeLeft:

self.frame = CGRectMake(originalRect_.origin.x - dis,originalRect_.origin.y,originalRect_.size.height);

break;

case UIInterfaceOrientationLandscapeRight:

self.frame = CGRectMake(originalRect_.origin.x + dis,originalRect_.size.height);

break;

default:

break;

}

[UIView commitAnimations];

}

在其他cocos版本中,采用以下方法處理:

-(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,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_.size.height);

}

break;

case UIInterfaceOrientationPortraitUpsideDown:

self.frame = CGRectMake(originalRect_.origin.x,originalRect_.size.height);

break;

case UIInterfaceOrientationLandscapeLeft:

self.frame = CGRectMake(originalRect_.origin.x - dis,originalRect_.size.height);

break;

case UIInterfaceOrientationLandscapeRight:

self.frame = CGRectMake(originalRect_.origin.x + dis,originalRect_.size.height);

break;

default:

break;

}

[UIView commitAnimations];

}

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