I'm searching for docs on cocos2dx website and on google but i couldn't find any. The problem is, when I load a csb file from cocostudio, it loads all the nodes and its resources etc... it makes the texture memory so high. I would like to know if there is a method or solution for loading only selected nodes from a scene file of cocostudio.
thanks!
I had the same kind of problem, and it stems from trying to make one scene contain everything you need. I decided to split my components into layers, which are then loaded by their own components when needed.
As an example. In my Main Scene I have an inventory tray, a building area and a custom buttons panel. I split all of these into separate layers. InventoryTray.csb, BuildingArea.csb, ButtonPanel.csb and have them all seperate in code as well, one object to load each of the layouts. Overall my code is a lot more maintainable since each class just has a few lines of code in it.
This way I can load my inventory tray up, and not load my buttons panel until the user "needs" to interact with it. The same goes for fancy pause menu's that might include animations and assets that may take up more texture memory. Create it as a separate layer and load it when you need to.
I hope this helps, I never found the cocostudio scenes useful, for anything other than my menu system, since each of the menu scenes that I've built (so far) has been self-contained.
You can try get a component of the .csb:
auto node = CSLoader::createNode("MainScene/MainScene.csb");
node->getComponent("Star_GameButton")->setEnabled(false);
You need the name of your component ,that is on the porperties on cocos Studio
Related
I am trying to make a simple QT android app, but basically my problem is that on my main screen I have about 250 little images that i want to scroll. But I really need the scrolling to be fluent and fast. First I tried it using QML but it wasnt really fast, then I tried to make the app in qt designer and use widgets but that was very slow. Then I tried using openGL but on android I can only use openGL ES and I cant find so much examples because every example that I find is much more advanced than I need.
But basically my main question is, what do you think is the best way to solve my problem and if its openGL which way of using it is the best that could solve it?
Thank you.
Neither approach should have problems when scrolling when compared to a native application on the same device. Check the following:
Make sure to measure performance only in release-builds, with QML debugging disabled and no debugger attached.
Maybe your device simply can't keep up with so many images in one view - then it's not a Qt problem. Compare with a 'native' java-App to see if this is the case.
Check if you implemented everything correctly; e.g. check if theres anything running in your main-loop or some events happenening repeatedly which consumes CPU time
And some more general advice:
Downscale your images to the appropriate view-size before giving them to the UI, as they might have to be re-scaled on every frame-update and/or consume graphics memory otherwise. E.g. dont set the source to a 1024x1024 image when it's going to show in a 64x64 view
Remove transparency from the images if they are going to display on solid-colored background anyway.
Dont overlay the images with other widgets/controls
If you're still getting a 'slow' UI, maybe try to merge all or multiple images and their surrounding UI/Controls into one or more bigger images
Very long views are not user-friendly. Maybe implement a pager or tab-view etc. to divide your list into multiple views. This way you can also decrease load-time
Dont try to implement an interface in openGL yourself. It's unlikely you'll make a better one than you already get with QtWidgets and QtQuick.
I'm looking to make a sprite animation editor. I have the loading of my custom animation file done but now need to get the actual ui started. I'm really just stuck on what widgets I would use to actually play my animation. I need to be able to go to certain frame, play, pause, loop, etc. Once I'm done with the viewing portion I plan on adding in the editing.
I've seen AnimatedSprite in qt docs but that seems to only allow playback of sprites in the same file. In my situation sprites can be from multiple image files and sometimes doesn't follow a grid like sprite cutter.
First of all, you should decide whether you want to use QML or Widgets. AnimatedSprite is QML related class. All widget-related classes starts with "Q" letter.
If you decide to use Qt Widgets, I would recommend to take a look at Qt Animation Framework in combination with Qt Graphics View Framework. Most likely it will not let you do everything you want out of box, but it should provide you with a rich set of useful tools.
If you need here are some examples.
Hope it helps.
Have a look at QMovie. This class may provide all the methods you need, as long as you only want to use it for viewing. The QMovie can be passed to a QLabel to show the animation.
QMovie however supports only gif out of the box (and there is a third party plugin for apng files). You would probably have to create your own image handle plugin to support your format.
If thats not applicable or to complicated, you will most likely have to create your own custom widget. Have a look at the painter example. Playing an animation is not that hard if you have all the frames. A simple QTimer to change the image to be drawn in a constant rate should work.
I'm working on a stream overlay that extracts information out of a game (flight simulator) and displays it on the screen. Right now I'm using Qt in conjunction with a *.html to render the overlay. It is all working really well, however I wanted to add some customization options for the users of my overlay software and I figured the best way would be to render the Overlay in QML.
The main part of the overlay is a row that contains around 8 "elements" that display the relevant data.
One thing that should be customized is the order of the elements in the row. But I really have no idea how to implement this feature. I've seen a few posts and tutorials on how to customize the order in a View using the DelegateModel. However right now it's not a view but QML Components inserted in a RowLayout due to the fact that they are all different components (e.g. some of the images are actually animated for which I'm using a component that uses Canvas2D to draw the images). I guess I could figure out a way to store those elements in a model using the Loader Component to display the content in QML. But even then I'm not entirely sure how to store and restore the order of the elements. As far as I can tell the DelegateModel only changes the View and not the underlying model.
Any suggestion or best practice to accomplish my goal would be highly appreciated.
I am trying to place some overlay text over a wxPanel.
I have several panels with completely different Content but I want to place this overlay text over all of these panels in the top right Corner of the panel.
I am restricted to wxWidgets 2.8.12..
Do you see any way to achieve this behaviour?
Edit:
Here a bit more detailed Version of what I am trying to do:
I have a Layout that consists of e.g. 5 containers and each container can contain a module. A module can be either wxPanels that contain Plain text or Input controls or for example a OpenGL canvas or an Image or something else.
Because I have much content and it does not fit on a single page I want to make the modules inside a Container exchangeable. It would be also nice if the user is able to perform this action only by using its keyboard. E.g. if he presses the key "3" the content of the third container has to be switched.
To handle these shortcuts isn't a problem. However I need to signalize to the user the identifier / hotkey of the containers.
I could do this by placing a additional headline above each container, but I want to waste as little space as possible on the gui.
I also could draw directly to the modules content, but I would have to do this for every module and every module is designed in a different way (images, multi column, opengl, ...) and maybe even by different persons.
So I am looking for a simple solution to indicate the number of these containers that does not consume that much space.
Thanks for your help
You can use a wxWindowDC to draw anywhere on the window, even on child windows. However anything you draw will be painted over whenever the windows or controls repaint themselves. You can draw your overlay in an UpdateUI event handler to minimize this. I have used this approach with success on Windows with wxWidgets 2.8.12. Not sure if it works with OpenGL though.
I am building an editor using C++/Qt which has a click-and-drag feel to it. The behavour is similar to schematic editors (Eagle, KiCAD, etc), Microsoft Visio, or other programs where you drag objects from a toolbar into a central editing area.
My problem is that when the user clicks inside the custom widget I want to be able to select the instance of the box-like object and manipulate it. There will also be lines connecting the boxes together. However, I can't decide on an efficient method for selecting those objects.
I have two main thoughts on how to do the programming for this: The first is that the widget which is drawing the entire editor would simply encapsulate every one of the instances of the box. The other is to have each instance of the box (which is in my Model) carry with it an instance of a QWidget which would handle rendering the box (which would be in my View...but it would end up being strongly attached to the model). As for the lines connecting them, since they don't have a square bounding boxes they will have to be rendered by the containing widget.
So here is the summary of how I see this being done:
The editor widget turns into a container which holds the widgets and the widgets process their own click events. The potential issues here are that I don't know how to make the custom widget turn into a layout which lets click-and-drag functionality.
The editor widget takes care of all the rendering and processes the mouse clicks (the easier way in that I don't have to worry about layout...its just selecting the instances efficiently that I don't know what would be best).
So, now that there is a bit of background, for the 2nd method I plan on having each box-like instance having a bounding rectangle and the lines being represented by 3-4 pixel wide bounding rectangle segments (they are at 90 degree angles). I could iterate through every single box and line, but that seems really inefficient.
The big question: Is there some sort of data structure I can hold rectangles in and link them to widgets (or anything else for that matter) and then give it two coordinates (such as mouse coordinates) and have it spit me out the bounding box or linked object that those coordinates are inside of?
It sounds like your real question is about finding a good way to implement your editor, not the specifics of rectangle intersection performance.
You may be interested in Qt's "Diagram Scene" example project, which demonstrates the QGraphicsScene API. It sounds like a good fit for the scenario you describe. (The full source for the example ships with Qt.)
The best part is that you still don't have to implement hit testing yourself, because the API already provides what you are looking for (e.g., QGraphicsScene::itemAt()).
It's worth noting that internally, QGraphicsScene uses a simple iterative method to perform hit tests. As others have pointed out, this isn't going to be a serious bottleneck unless your scenes have a lot of individual items.