Hi,
I think most purpose to used cocos2d-x are to develop mobile games and I found some important
features that are lacked, such as “UIGestureRecognizer”, “XmlReader”, “ResourceManager”, etc.
So I implement some features for cocos2d-1.0.0.1-x-0.10.0
# EPNotificationCenter
# EPGestureRecognizerLayer
> # performTap
> # performLongPress
> # performPinch
> # performRotation
> # performPan
# EPXmlReader
# EPResourceManager
# Optimize the memory usage of textures in according to the prefix of file name. (4444*,565*,8888*,5A1*)
# File Templates, including CCLayer,CCScene, and EPGestureRecognizerLayer
#
I tried to attach the source code but always failed and how did I do to upload the source including the sample code ?
ya, the notification center is like observer of iOS.
I have no idea any similar observer system in Android and I implement the similar pattern by using C++.
Hope I can use the same observer pattern in both OS. (not Java and Obj-C)
The observer pattern is a nice feature. Just my 2 cents, the name EPNotificationCenter should be changed to something other than “Notification Center” if integrating into Cocos2dx. It is because someone might get confused to Notification Center in IOS (http://www.apple.com/iphone/features/notification-center.html). Someone needs the class name to implement Apple’s Notification Center.
BTW, are there Notification Center in other OS such as Android?
Could you provide more demos about how to use EPScrollListLayer, EPTextFiled?
BTW, I have modified some of your code to make it suitable for the latest cocos2d-x code.
Here is my repository : https://github.com/dumganhar/cocos2d-x/tree/erawppa_new_feature
here are some files about EPScrollListLayer and there are three samples, including createScrollH() , createScrollV() , and createSyncScrollH()
>
I updated and fixed some codes in EPScrollListLayer.cpp/.h and you can replace them with attatchment.
>
btw, you can ignore EPTextField because there are some powerful samples in cocos2d-1.0.1-x-0.9.1/tests/tests/keypadTest.