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cocos2d-iphone-extensions's Issues

CCMenuAdvanced inertial scrolling

While scrolling if you move your finger and than just release your finger of the menu if should scroll a bit more - smooth scrolling

Like a UITableView

CCSlider: merge features from other's implementations.

@Seasons7 your CCSlider has some functionality that existing CCSlider in extensions repo doesn't.
Could you take a look at this CCSlider, please? The best way is probably get latest cocos2d-iphone-extensions and test CCSlider within cocos2d-iphone-extensions-ios.xcodeproj & cocos2d-iphone-extensions-mac.xcodeproj

@hiepnd, @Seasons7
I think we should integrate pros and remove cons of both CCSlider's for the extensions repo.

Your comments, suggestions & pull requests are always welcome!
Thanks!

CCBigImage: ability to init straigt from large png.

On Mac this can be done by adding TileCore from Tile-Cutter.
On iOS this needs some smarter image processing library, that can read large png in parts.
The best approach is to prepare plist & tiles in NSCachesDirectory and use them later.

It's stupid, but can be handy for small CCBigImage's (more than 2048x2048 but less than 10k x 10x)

More extensions, unsorted.

Start mentioning authors of extensions with requests for MIT License, documentation, etc...

Look on the 3rd party extensions subforum - there's some extensions that are not listed here.
http://www.cocos2d-iphone.org/forum/forum/17

v0.1.1 release

  1. Convert bigImage.png & bigImage-hd.png to jpg
  2. Make bait.mp4 smaller
  3. Add 'reduced working directory size' to the changelog
  4. prepare blogpost
  5. add new main features from blogpost to README
  6. push & tag

CCBigImage not working when layer is scaled

I propose fixing CCBigImage to work correctly at different scales. CCBigImage is a very good solution to provide a background to your game world. As well as panning many games require zooming in and out of the world. This is generally done by scaling the world layer.

I see CCBigImage working at different scales as an essential component.

Problem with cancelling touches in CCScrollLayer

Hi,

Please reconsider calling the folllowing in ccTouchMoved method of CCScrollLayer.m:

[[CCTouchDispatcher sharedDispatcher] touchesCancelled: [NSSet setWithObject: touch] withEvent:event];

The problem is that if I provide implementation of ccTouchCancelled, it will be called during the first ccTouchMoved invocation, and in my opinion it should only be called when the touch is interrupted by external event (system message, phone call etc.)

Consider the following example: the scroll layer holds the first scrolling touch to avoid multiple touch issues (see http://www.cocos2d-iphone.org/forum/topic/17118) With this approach I really need following method, to release the touch when incoming call appears:

-(void)ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event {
    if( scrollTouch_ == touch ) {
        scrollTouch_ = nil;
        [self selectPage: currentScreen_];
    }
}

However, when present, ccTouchCancelled will be called just after scroll starts and therefore, no scrolling animation occurs.

Thanks!

FilesDownloader

Rename FileDownloader to SingleFileDownloader.
Enable & Test on Mac Support.

Change links in README to CCVideoPlayer in extensions repo.

Cleanup & license.

CCMenuAdvanced: rows and columns alignment.

Right now only horizontal & verticall alignment is setting CCMenuAdvanced's contentSize.
To change full behavior of CCMenu into CCMenuAdvanced rows and columns alignment methods should be changed.
It's pretty simple, probably. I just didn't do it, because i didn't use this alignments before.

CCBigImage: transform support.

Currently CCBigImage doesn't use it's tranform to calculate it's visible rect.
So it doesn't support scale, rotate and other transforms.

FilesDownloader: incompatibility with Mac OS X File System documentation

Currently FilesDownloader works on Mac the same way as on iOS - it saves files in the caches folder.

On iOS - there are many Caches folders for each app in its sandbox.
In OS X - there's only one Caches folder for each user.

~/Library/Caches/__BUNDLE_IDENTIFIER must be used instead of ~/Library/Caches on Mac.

Setup repo

Cocos2d as a submodule.
Basic README
Mac & iOS XCode Projects.

Repo structure:

  • cocos2d-iphone - cocos2d submodule
  • Extensions - folders with extensions sources, that user would like to inlcude in their projects
  • Tests - sources & resources of Extensions demos
  • cocos2d-extensions-ios.xcodeproj - XCode Project containing all extensions and their demos/tests for iOS Platform.
  • cocos2d-extensions-mac.xcodeproj - XCode Project containing all extensions and their demos/tests for Mac OS X Platform

CCMenuAdvanced - ability to scroll to an item

Ability to scroll to an item.
Methods:
-(void)scrollToItem:(CCMenuItem*) item {
//search for this item and scroll to it
}

-(void)scrollToItemAtIndex:(int)index {
//scroll to item at "index"
}

Disable snapping effect in CCScrolllayer

Ability to disable the snapping effect to do thing like e.g:

  • Make one layer
  • put 10 CCMenuItems in it (a few are going outside the screen)
  • be able to scroll to the items without snapping (horizontal scrolling and/or vertical scrolling)
  • with a bouncy effect

Like a UIScrollView.

CCSlider

The one that i forked from Israel Roth.

Testcase idea: CCSlider & CCLabel that shows CCSlider's value.

CCMenuAdvanced: rewrite test.

Right now almost all code in CCMenuAdvancedTest is taken from CCMenuAdvanced Repo, which was used to demonstrate how to build universal cocos2d menu.
This is not needed in cocos2d-iphone-extensions repo.
So all unnecessary universal menus should be removed, and full tests coverage should be added.

CCBigImage: full dynamic mode on Mac.

I have problems with it on my fork of 0.99.5-rc1, due to freezes (CGLockContext + NSLocks in CCTextureCache).
Need to test how it works with 1.0

Maybe some thread safety must be added to cocos2d.

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