Is it correct that you cannot use actions like 'CCJumpBy' on spritebuilder projects? Since I am currently working on one and it keeps saying "Use of undeclared identifier 'CCJumpBy'" even though I implemented:
#import "cocos2d.h"
#import <CCActionInterval.h>
Is this because spritebuilder uses chipmunk physics, instead of kobald2d? I am sorry if this question is redundant, but I was not able to find a clear answer and I'm a relative newb.
Edit:
The method I was looking for seems to be: CCActionJumpBy.
Although I could have saved myself some trouble by looking into the Cocos2d reference., and noticing it is not currently (cocos2d v3.3) listed
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There might be something wrong with the way I search for things but here is my problem. I'm looking for a way to implement a custom editing tool within the properties tool window in the Visual Studio editor. I've been looking through several documentation references, and they all lead to the use of different assemblies, but I can't get anything to work the way that I want.
First of all, I tried using the UITypeEditor class, with the step-by-step tuto I found here : https://learn.microsoft.com/fr-fr/dotnet/api/system.drawing.design.uitypeeditor?view=net-5.0
The problem I faced was that it only seemed to be working with Winforms projects, and I'm trying to use this with a WPF project.
Afterwards, I tried following this tutorial, in order to create a project template : https://learn.microsoft.com/en-us/visualstudio/extensibility/creating-a-basic-project-system-part-1?view=vs-2019
This has led me to think that the methods used in the tutorial might have been either deprecated or improved with the used of AsyncPackages instead of ProjectPackages, and the appearance of the Microsoft.VisualStudio.Shell.Flavor assembly that seem to render useless the ProjectNode class (it doesn't even show up anymore, the method has been replaced with a void).
The last bit I tried exploring was the use of the ProjectSystem, as documented here : https://github.com/microsoft/VSProjectSystem
It was actually worse because I couldn't get it to work like I wanted, the project type I was creating could not register C# files and I wasn't able to add new classes (I might need to dig a bit deeper here but I don't know where to look).
So basically, I'm looking for help to extend the properties tool window, through an editor within the window, or a modal window opened by clicking on an ellipsis button in the properties window.
Thank you for reading this, if you have any info, I'm very interested.
I've actually found a thread leading to what I was trying to do here. This tutorial leads to a way to implement a customized editor, either inline, extended or in another dialog window. This was the thing I needed, and with a few tweaks I managed doing what I wanted.
Im currently working on an excercise about lagrange interpolation. I'm on the point where i would like to plot my data. So I thought there must be a quick and easy way to generate a window and draw some points in eclipse.
Well seams like I thought wrong. I searched on google and I found a shitload of different libarys, all of them either outdated, useless or with a really long installation guide.
The graphic output is really just to test my interpolation, so I want to spend as less time as possible with it. I remeber that there was a libary for java which was pretty simple. You could just import the libary, make a command to initialise a window, and then draw in it. There was no need for a installation and going from zero to a window with a circle was about three commands.
Is there really nothing like that for C++? What could I do to keep it as simple and fast (to install) as possible?
Thanks
Is there really nothing like that for C++?
Not really. C++ includes the "standard library" and that's it. The functionality you're looking for is provided by third-party libraries, as you've already found.
Asking for library recommendations is specifically off-topic on StackOverflow, by the way.
After a few years with cocos2d, i have to say the truth ,i am seek of putting CCMenus in code, order them, create CCScenes to every page with coding, especially when i see the simple way its done with Apple's storyboards .
I know that the cocos2d interface builder project was shut down(they say so in the site) , so i wonder what are my ways , to work with cocos2d to order scene/buttons and storyboards ,but not do it all by coding (coding the coordinates,buttons,pages,scrollers,etc) .
Is there an option for me that i haven't heard about ??
(i use the cocos2d v2.0)
Thanks.
Have a look at SpriteBuilder (an amazing open source project forked off CocosBuilder).
I am wondering which way is the best to start building a GUI+SOFT in Qt. I am trying to build a sound media player based on a MVC pattern. Until now i have found 3 ways to do so.
1- Should I use a .ui file thanks to Qt designer, is it flexible enough ?
2- Should I use QML to make the design than integrate it to a C++ development ?
3- Should I just start from scratch and do it by hand without Qt Designer and using Qt library ?
Thank you very much for your answers.
NOTE: I'm using PyQt, so my comment may not be the most relevant.
I found Qt Designer to be great to create UIs, but then, when comes the time to modify them later, it becomes somewhat of a problem. Inserting new elements in an existing layout is often tricky, and you have to break all your layouts and re-assemble them (hoping you didn't mess anything up). Moreover, if your app is not trivial, you'll likely end up with code "fixing" what the .ui can't do. There are other tricky cases like that, but I don't remember them right now.
I ended up getting rid of my .ui files. So what I'd recommend is to initially use the designer to create the UI, and then use only the generated code from that point forward.
If you want your UI to be animated and it is not a requirement to follow platform UI appearance, QML is by far the best way to achieve this. If you want a UI that appears like any other application on your system and has limited animation then stick with QtDesigner and standard widgets.
I prefer building UI completely from scratch. This gives a lot of flexibility and better understanding of what is where, but on the other hand changing layout sometimes is a big headache.
I would use Qt Designer, as this is the easiest method IMHO.
Has anyone tried using these new VS2008 MFC classes yet? I can't seem to find any examples anywhere. Even the VS2008 samples(1) don't mention these classes. (They use CToolTip.)
(1) Update: My mistake. I had downloaded the non-SP1 samples. I see that the SP1 samples have samples specifically for the 2008 Feature Pack, including the DlgToolTips and ToolTipDemo projects mentioned in an answer. Unfortunately, they don't address doc/view or CTooltipManager.
Specifically, I'm trying to display tooltips in a standard MFC view/document application where there are two side-by-side views whose parent is CSplitterWnd. I had this working pre-SP1, and I thought this'd be a good time to try the new Feature Pack tooltip classes.
Is there any way to make these things work without overriding PreTranslateMessage() and manually calling RelayEvent()? (I don't think I've seen anything in MFC as poorly designed as tooltips.)
It doesn't seem as simple as merely calling CTooltipManager::CreateToolTip() and then AddTool() on the created tip.
In case you haven't seen it, there is a very brief example here
Have you looked at the DlgToolTips and ToolTipDemo sample applications? These both use classes which inherit CMFCToolTipCtrl. DlgToolTips includes code that calls RelayEvent from PreTranslateMessage, but ToolTipDemo doesn't.