I scanned the forum and also in the test examples with no strict answer to the question how can i support game portrait and landscape device orientation. on iOS first is there any kind of example or source or something i can see and learn thanks !
You can refer this : http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Device_Orientation
For ios : in viewcontroller.m
bool shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// for Landscape
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
// for Potrait
return UIInterfaceOrientationIsPotrait( interfaceOrientation );
}
if multiple :
bool shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsPortrait(interfaceOrientation)||UIInterfaceOrientationIsLandscape(interfaceOrientation) ;
}
void didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
CGSize s;
if (UIInterfaceOrientationIsLandscape(UIApplication.sharedApplication.statusBarOrientation))
{
s = CGSizeMake(std::max<float>(UIScreen.mainScreen.bounds.size.width, UIScreen.mainScreen.bounds.size.height),
std::min<float>(UIScreen.mainScreen.bounds.size.width, UIScreen.mainScreen.bounds.size.height));
}
else
{
s = CGSizeMake(std::min<float>(UIScreen.mainScreen.bounds.size.width, UIScreen.mainScreen.bounds.size.height),
std::max<float>(UIScreen.mainScreen.bounds.size.width, UIScreen.mainScreen.bounds.size.height));
}
CCDirector* director = cocos2d::CCDirector::sharedDirector();
director->enableRetinaDisplay(false);
director->getOpenGLView()->setFrameSize(s.width, s.height);
director->getOpenGLView()->setDesignResolutionSize(s.width, s.height, kResolutionShowAll);
director->enableRetinaDisplay(true);