#include "testBasic.h" #include "controller.h" #include "extensions/cocos-ext.h" #include "cocostudio/CocoStudio.h" TestScene::TestScene(bool bPortrait) { } bool TestScene::initTest() { return Scene::init(); } void TestScene::onEnter() { Scene::onEnter(); //add the menu item for back to main menu //#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) // auto label = LabelBMFont::create("MainMenu", "fonts/arial16.fnt"); //#else auto label = LabelTTF::create("MainMenu", "Arial", 20); //#endif auto menuItem = MenuItemLabel::create(label, [](Object *sender) { /* ****** GCC Compiler issue on Android and Linux (CLANG compiler is ok) ****** We couldn't use 'Scene::create' directly since gcc will trigger an error called "error: 'this' was not captured for this lambda function". This is because 'Scene' is the super class of TestScene, if we invoke 'Scene::create' directly in this lambda expression, gcc compiler found 'Scene::create' and it think that was the member function of 'TestScene' 's super class, but this lambda function doesn't capture anything like 'this', so it has no access to invoke 'Scene::create'. Solution (1): Passing 'this' to this lambda function. Solution (2): Don't use 'Scene::create' and don't pass 'this' to this lambda function, instead, we just need to new the 'Scene' and initialize the Scene. Semantically, I think in this lambda function, we shouldn't capture any varibles outside the scope. So I choose the (2) solution. Commented by James Chen. */ // auto scene = Scene::create(); auto scene = new Scene(); if (scene && scene->init()) { auto layer = new TestController(); scene->addChild(layer); layer->release(); Director::getInstance()->replaceScene(scene); scene->release(); } cocostudio::ArmatureDataManager::destoryInstance(); }); auto menu =Menu::create(menuItem, NULL); menu->setPosition( Point::ZERO ); menuItem->setPosition( Point( VisibleRect::right().x - 50, VisibleRect::bottom().y + 25) ); addChild(menu, 1); }