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creator_to_cocos2dx's Issues

no lua binding

生成的文件里没有这个也
#include "reader/CreatorReaderBinding.h"

Creator Progress bar direction

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.

Cocos2dx UI Delegates

Will there be improvements to the code to allow us to set delegates while the ui element is created.
Currently, i have to either

  • manually loop through each ui element and check the name for the item element and dynamic cast it to the cocos2dx class type for me to set the delegate or the listener callbacks.
  • override the current [CreatorReader] class to add virtual over each ui element creation function. And override the [CreatorReader] with a custom class to handle each ui element delegate assignments.

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?

PageView page size issue

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.

Xcode 8.3.3 complie wrong

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

header path issue

currently, the header path is not relative to reader, all files should relative to reader. And maybe should change reader to creator-reader.

Widget support is missing

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.

Android Studio compile wrong

Android Studio 2.3.3
MacOS 10.12.6
Cocos2dx 3.15.1
i can successfully run same project in xcode, but in android studio compile wrong

my Android.mk
333

error message is
4444

Incorrect assets filenames

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 += '/';

:)

Toggle error

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;

The widget component does not align properly

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

export resources only

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.

Node with Widget component will be ignore when parse

  • I create a Node in Canvas
  • add to Node a Widget component, set some fixed value to widget
  • add some button or sprite into node
  • run on Creator: ok
  • build & run to cocos2dx project (cpp): node not visible

//// If remove Widget component: that node run normally

Exporting Prefab issue when the root is simple cc.Node.

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,

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