cocos2d::ui::Slider::create() use sprite of the .plist

hello guys, i need of the your help, the question is simple, how do you do this with the immages obtained of the .plist?

auto slider1 = cocos2d::ui::Slider::create();

slider1->loadBarTexture("sliderBelow.png");

slider1->loadSlidBallTextures("sliderBall.png", "sliderBall.png", "");

slider1->loadProgressBarTexture("sliderAbove.png");

slider1->setScale9Enabled(true);

slider1->setCapInsets(Rect(0, 0, 0, 0));

slider1->setContentSize(Size(200 * 4, 10 * 4));

slider1->setPosition(Vec2(visibleSize.width / 2.0f, visibleSize.height / 2.0f));

slider1->setPercent(100);

slider1->addEventListener(CC_CALLBACK_2(Opzioni::sliderEvent, this));

this->addChild(slider1, 1);

Help me please

most function loadTexture support param TextureResType texType = TextureResType::LOCAL, for sprite sheet need TextureResType::PLIST

you example:

slider1->loadBarTexture("sliderBelow.png", TextureResType::PLIST);
slider1->loadSlidBallTextures("sliderBall.png", "sliderBall.png", "", TextureResType::PLIST);
slider1->loadProgressBarTexture("sliderAbove.png", TextureResType::PLIST);

.plist must already be loaded

Thank you very much :wink:

It seems that TextureResType is deprecated, I can’t find what to use instead, any idea ?

The latest stable release (3.8.1) is still using TextureResType, from my understanding. Even if it is deprecated, you should be able to use it without much issue (other than compiler warnings).