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Creator plugin to support C++& Lua in cocos2d-x
生成的文件里没有这个也
#include "reader/CreatorReaderBinding.h"
Mask component is not support, when i use, it's not cut.
The progress bar in Cocos Creator have horizontal and vertical direction. But when converted and created in native cpp, it creates as cocos2d::ui::Loadingbar, it does not support vertical. It only have left and right direction.
I think its better to create as a cocos2d::ProgressTimer instead of cocos2d::ui::LoadingBar.
Add a c++ project as example-cases to test supported features.
Will there be improvements to the code to allow us to set delegates while the ui element is created.
Currently, i have to either
For example, the Button callback, Scroll view delegate, EditBox delegate, etc... To name a few.
Will there be a way to allow those customization in the plans?
Now PageView's page size is the same as PageView's size, so background may be hidden by pages. Should change it to make sure that page size can not be equal with PageView's size.
Apple Mach-O Linker Error Group
"creator::CreatorReader::createWithFilename(std::__1::basic_string<char, std::__1::char_traits, std::__1::allocator > const&)", referenced from:
"creator::CreatorReader::setup()", referenced from:
"creator::CreatorReader::getSceneGraph() const", referenced from:
clang: error: linker command failed with exit code 1 (use -v to see invocation)
i have search it for a while in google, but i can't fix it . so i want you help, thank you
Currently only supports linear mode.
If the .fire is stored like assets\Main\MainScene.fire
or assets\Popups\InfoPopup.fire
. Then the plugin doesn't convert it.
I have found that clone widget was very useful features and make code cleanlily. Does it any problem to do that for implement?
currently, the header path is not relative to reader, all files should relative to reader. And maybe should change reader
to creator-reader
.
The readme says that widget is supported with AlignOnce but there is no widget component support whatsoever.
I don't know if it ended in the readme without being added at all or was lost along the way, in any case I'll open a pull request once I finish implementing basic widget AlignOnce for my own project.
Without any alignment the fixed width/fixed height mode cannot work making the whole project fairly pointless.
It crashes while the project is compile and it show that the check mark id is undefined.
I'm using the example project.
Attached is the screen shot and the project.
creator_project.zip
Label is always 1 line, Enable Wrap Text is checked, but also 1 line.
如题,CreatorReaderBinding.h被移除了,是不是lua bind这块自己用tolua++导出
should add lua bindings for
Hello, my C++ Android project cannot load ccreator scene due to incorrect filenames inside ccreator file, for example - creator/image\default_btn_disabled.png (may be due to different slashes)
it is simple scene with default button inside
ConvertFileToJson.js
if (assetpath[-1] != '/')
assetpath += '/';
:)
when build, there is error:
creator-luacpp-support\core\parser\Toggle.js:31 Uncaught TypeError: Cannot read property 'id' of undefined
Toggle.js
30: // CheckMark
31: let checkmark_id = background_node_data._children[0].id;
I tried to convert a simple test ui project with widget to align ui elements to the side of the screen. But when i use the parser and try in on the native cpp project. it does not show up properly.
I'm using the 0.2 release.
Attached is a cocos creator project with 9 ui elements align to the corners.
creator_project.zip
We need a "build resources only" option in creator, as it is now "build" also overwrites the reader c++ code leading to rebuilding source code that is not really changed and overwriting any changes made to that code.
//// If remove Widget component: that node run normally
Hello, thank you so much for supporting cpp.
I got the error below when exporting auto-synced prefab.
Prefab.js: Uncaught TypeError: Cannot set property 'contentSize' of undefined
And I found the error occurred when prefab's root is simple cc.Node
(with no component).
I think the reason is the code below in Prefab.js
.
_adjust_properties(original_properties, name) {
let node_properties = this._properties.node;
Simple cc.Node
doesn't have property node
.
So I think it needs conditional branch like below.
_adjust_properties_for_simple_node_root(original_properties, name) {
this._properties[name] = original_properties[name];
}
Regards,
Every function parsing should be in a separated module, for example, use Sprite.js
to support Sprite
.
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