Is it possible to bring native UI's into Cocos2dx - c++

I am pretty new to cocos2d-x. Surfing internet did not help much.
My Question:
We have requirement to develop an application which has more controls like calender, table, options along with few animation stuff. I really impressed with cocos2d-x. But i do not find any use cases like calender, table , that can be used in cocos2d-x, unless we write on our own. [ i may be wrong also here ].
So, Kindly suggest, if going with cocos2d-x , can i achieve the said above?.

There are some extensions inside cocos2d-x distibution (see ./extensions folder), and some UIKit classes reimplementations on github. Animations usually implemented with CCAction subclasses (like CCMoveBy, CCMoveTo, etc).

Yes. You can use native controls using a bridge between Cocos2d-x and Objective C
Here is an example of how to achieve it.
However these native UI will run only for iOS. You wont be able to get the benefit of cocos2d-x being multiplatform.

Related

UI Integration with Unity 3D and Fusetools

I need to integrate FuseTools animation samples to unity 3d animations. Can you please tell me is it possible and what suitable method should i approach ?
Thanks
I have an interest in FuseTools too. I think one approach would be using the Foreign Code feature to wrap Unity 3D. This wouldn't be an easy task. There are some discussions regarding graphics in the Fuse forums, I would suggest to have a look before venturing further.
It can't be done.
Unity and FUSE(tools) both compiles projects to APPS ready to publish, neither one of them can generate code that can be used or embeded outside their platform.
Unity uses IL2CPP to create C++ code. Fuse(tools) uses UNO for the same purpose.
Maybe if you can unwrap both compiled projects there is a way to mix things, but at the end, it would be easier to code directly on Java or Objective-C | Swift.

How to make a Block builder \drag and drop layout program?

Im new to GUI programming and i want to create a program that has modules and enables its user to connect these modules together by draging and dropping them then connecting them together visually in order to create a structure for simulation.
Example software already in market :
Proteus , EV3 lego software , matlab simulink
Im planning to use glade with gtkmm although all I found on the subject is the drag and drop tutorial which isnt that usefull
I really just need guide lines and where to start on learning how to make my project
Thank you
I don't know of any GTK+ or gtkmm API that will help much, though I wish something suitably high-level existed. I have implemented something fairly similar, for designing database table diagrams:
http://www.murrayc.com/permalink/2007/02/17/glom-relationships-overview/
and for designing print layouts for database records.
I used GooCanvas via goocanvasmm, but had to implement several classes to provide generic functionality such as drag-to-move, drag-corner-to-resize, snap-to-grid, snap-to-lines, etc. My code works but I'm not very proud of it:
https://git.gnome.org/browse/glom/tree/glom/utility_widgets/canvas
Glade won't help you much with this. It's for laying out normal widgets, not for implementing specialized UIs such as this.

Cocos2d and interface building options

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).

Can I access the Unity background elements?

I'm not very familiar with Linux, but have some experience with C and C++. I would like to get in touch with some Visual FX and/or UI development (either C or C++). I was wondering if there is a possibility to access the GUI elements of the Desktop on Ubuntu's Unity UI.
What I especially would like to do, is to render animations on the desktop or windows or all over the screen. (particle effects when clicking with the mouse or so).
Can anyone point me in the right direction? (Libraries, Documents, ...)
I think Desktop Effects have to be designed specific for the corresponding Window Manager.
I think unity uses (some sort of) compiz, so you should look into compiz plugin development.
A lot of "i thinks" so i am not really sure if that'll help you, but good luck.
You want to learn a lot more about GTK. There are lot of documentation on line (and some books also). You might code in C++ using GtkMM (but you could consider Qt also). GTK itself is coded in C, with well designed coding style and convention. Looking inside its source code is worthwhile.

which cocos2d project to use for android?

We are building a game with sns features.
We are planning to use native framework(e.g. UIKit for iOS) for sns features.
With that in mind,
which one would be better?
http://www.cocos2d-x.org/ or http://code.google.com/p/cocos2d-android-1/
By which definition of "better" are we supposed to decide what is "better" for you?
I'm answering this question by saying that you should try out both, then go with the engine that you feel more productive with. Make the quickest prototype possible using the minimum features you require. In your case that might be displaying a native UI view inside a cocos2d OpenGL view.
For more information about what really matters when selecting an engines read my "game engine picker guide".
I think might be cocos2d-x. I did compare those two, basically, the android one is almost dead and there is no update any more. and the support and tutorials is pool.
But cocos2d-x will be difficult when you try to integrated with the SDK features as you need to go through jni. However, there are plenty of tutorials online to show you how to do that.
I have attempted cocos2d-x in windows environment using eclipse and eventually decided against it because it lacks debugging support and proper IDE integration, which is very good in Java/Android/eclipse/ADT. The only way I would recommend cocos2d-x is if you are developing for IOS and then porting to Android but I don't know about UIKit and SNS.