哪位大神帮忙解释一下appdelegate里的这段代码

bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect(“HelloCpp”, cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create(“HelloCpp”);
#endif
director->setOpenGLView(glview);
}

// turn on display FPS
director->setDisplayStats(true);

// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);

// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{        
    director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{        
    director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{        
    director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}

register_all_packages();

// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();

// run
director->runWithScene(scene);

return true;

}

哪里看不懂?

glview是干什么用的

GLView是cocos2d-x基于OpenGL ES的调用封装UI库

这代码 贴的你是诚心的吗?截图也好啊!

就是用来管理界面的东西吗,就是设置像界面的尺寸这些属性的东西

代码copy上去就这样了

bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect(“HelloCpp”, cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
else
glview = GLViewImpl::create(“HelloCpp”);
endif
director->setOpenGLView(glview);
}

// turn on display FPS
director->setDisplayStats(true);

// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);

// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{        
    director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{        
    director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{        
    director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}

register_all_packages();

// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();

// run
director->runWithScene(scene);

return true;

}

有个#号的问题