The ENABLE_BOX2D/ENABLE_CHIPMUNK defines were previously
hardcoded in the Makefiles. Now you get chipmunk by default
on both platforms and can enble Box2D by setting USE_BOX2D in
your environment.
Also remove erroneous -D__CC_PLATFORM_FILEUTILS_CPP__ and
-D__CC_PLATFORM_IMAGE_CPP__ from linux Makefiles. These should
never be defined globally like this.
CCPhysicsSprite was overriding only some of the getPosition
methods on a node resulting in, for example, getPositionX
and getPositionY not working for physics nodes.
This change also makes this overloads shared between box2d
and chipmunk implementations.
fixed#2030: Fixing a display bug when a scrollView nested in another scrollView. The parent's scissor rect need to be considered, when setting the scissor rect in the subScrollView.
When calling 'CCFileUtils::createCCDictionaryWithContentsOfFile' and 'CCFileUtils::createCCArrayWithContentsOfFile' on iOS/OSX these functions call upon 'CCFileUtils::fullPathForFilename' to resolve the path given into a full path which can be used with system file IO functions. This matches the convention found throughout the cocos2dx library and is expected behaviour. However, on Android and other platforms it appears calling 'CCFileUtils::createCCDictionaryWithContentsOfFile' or 'CCFileUtils:: createCCArrayWithContentsOfFile' does not do the same resolution using 'CCFileUtils::fullPathForFilename' - resulting in file paths which are correctly specified (and which worked on iOS/OSX) to fail to load on these platforms.
Fix this issue by performing a lookup/resolve of the file path using 'CCFileUtils::fullPathForFilename' before doing the low level loading work itself. This brings the behaviour of other platforms in line with iOS and OSX.
The character array which given to CCSAXParser::parse() may not be NULL
terminated.
Therefore we must also add the size of the data array to the parameter list
of the tinyxml2::XMLDocument::parse() call
face->size->metrics->ascender seems to be unreliable for some fonts,
additionally the freetype documentation says that it may be used
differently for different fonts.
Therefore it may happen that the ascender of a font face is less then
the glyphs bounding box resulting in accessing invalid memory.
The fix is to use the bbox attribute instead of the ascender
If the scheduler is the last object to have retained the pElements target and
the targets desctructor calls CCScheduler::unschedule() invalid memory is
accessed as pElement->timers is already freed, but the pElement is not removed
yet.
Therefore the call to target->release() should be made after pElement has been
removed from the hash table
# Please enter a commit message to explain why this merge is necessary,
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First destroy CCDirector instance with cocos2d::CCDirector::sharedDirector()->end()
Then create new CCDirector instance with
cocos2d::CCApplication::sharedApplication()->run();
APP will crash at
CCApplication::setAnimationInterval
[[CCDirectorCaller sharedDirectorCaller] setAnimationInterval: interval ];
These new resolution policies will either ignore the width or height of the
specified design resolution size, but scale the ignored dimension, so it
matches the aspect ratio of the device.
Example:
A device with 854x480 pixels and a design resolution size set to 480x320
and the kResolutionFixedHeight policy, will create an internal canvas of
the size of 570x320px
If the device original size is 800x480 its internal size will be
534x320px
The height for both examples stays the same, the width is adjusted to match
the aspect ratio
Benefits:
- no distortions
- full canvas is usable, the visibility origin is 0/0
- I can use getWinSize() to place objects which is more intuitive
- for objects that should be placed at 0/0 I can use CGPointZero or 0/0 instead
of the VisibilityRect methods, which is more readable
- using this method projects from the 1.x branch are probably much easier to
port
Disadvantages:
- it is the developers responsibility to create the game code so that it
supports multiple aspect ratios
fixed#1837: Refactoring schedule binding codes.
1) We need bind cc.Node.scheduleUpdate and cc.Scheduler.scheduleUpdate manually since schedules need to be associated with _schedFunc_target_ht and _schedObj_target_ht.
2) Bind cc.Scheduler.unscheduleCallbackForTarget.
* 1) We need bind cc.Node.scheduleUpdate and cc.Scheduler.scheduleUpdate manually since `schedules` need to be associated with _schedFunc_target_ht and _schedObj_target_ht
* 2) Bind cc.Scheduler.unscheduleCallbackForTarget.
Some CCLog message contained trailing newlines which
made the logs hard to read on many platforms. The solution
here is to stip trailing newlines on those platforms, and also
to remove the newlines from the existing log messages.
fixed#1834: [Linux] fixed font rendering artifacts, added simple line break.
This patch fixed the size calculations for true type fonts (especially for
italic fonts)
Additinally a very simple greedy line break algorithm has been added for
true type labels.
This patch fixed the size calculations for true type fonts (especially for
italic fonts)
Additinally a very simple greedy line break algorithm has been added for
true type labels.
As FcFontMach is quite an expensive call the results of getFontFile() are
now cached in an std::map if either a ttf file is packed with the app or
if a font file has been found by using fontconfig
This is a helper method that removes all observers with a particular
target. It can be used in destuctors to ensure no observers trigger
callbacks on objects that no longer exist.
Also, a few other linux build system improvements:
- Add linux build of SimpleGame
- Update multi-platform templates to use new common
build system.
- Remove redundant main.h files.
This change makes several fundamental improvements to the linux
build system:
- Remove duplication: a lot of the common make logic is now in
a central shared makefile: cocos2dx/proj.linux/cocos2dx.mk
- Quiet by default: unless you specify V=1 on the commandline
the output is now very clean and quiet.
- Dependencies: gcc's automatic dependancy generation is now
used (-MMD). This means that if you change a header file
then all the object that depend on it now get rebuilt.
- Don't store objects in the source tree: previously object
files were stored alongside the sources, which meant that
debug and release object clobbered each other which leads
to confusion and lots of unnecessary rebuilding.Q
- Library dependencies: each binary now depends on the libraries
it links aginst. This means that if the cocos2dx library
changes then all examples will get re-linked.
- Top level Makefile: there is now a top level Makefile that
can be shared/used by any platform the uses make as the
build system (for example NaCl). Everything can be built
by simply running 'make' at the top level. e.g:
make DEBUG=1
make DEBUG=1 clean
We should only load the 'MarkerFelt-Wide' fallback font in 'CCImage.mm, _initWithString()' if the user is attempting to load a custom font, not when the user is attempting to load a system font. If the user is trying to load a system font then give back the default system font instead.
Fix up how fonts are loaded in Cocos2dx for iOS to work transparently with custom font filenames/paths such as 'MyCustomFont.ttf' or 'fonts/MyCustomFont.ttf'. Referring to fonts by these paths would be OK on Android but can't be used on iOS since fonts must be referred to by family name on iOS; we must use 'MyCustomFont' when referring to that particular font in both examples on iOS. Hence add the code to strip out the folder path and extension on iOS so that the font path 'MyCustomFont.ttf' and 'fonts/MyCustomFont.ttf' can be used transparently across all platforms. This is required especially in the case where we have custom fonts being referenced from CCB files, since CCB files store the font names with the .ttf extension included.