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A flexible UI framework for Cocos2d-x

Results 22 FairyGUI-cocos2dx issues
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The current code which is written is `**void setGlobalZOrder(float globalZOrder);**` but it is the virtual function that have to be marked with "Override" keyword. So it should be `**virtual void...

富文本的换行问题

GLoader3D::onChangeSpine uses incompatible calls to the spine AnimationState. The spine API in cocos2d-x 4.0 is quite different so the errors lead to the compilation errors in FairyGUI SDK.

初始加载不可见,若调用 setFillAmount() 则可以看到按比例填充了,但不会播放动画; 因为 ActionMovieClip 中 target->setSpriteFrame() 并没有触发 FUISprite 顶点数据更新。 简单修复: ``` void FUISprite::setSpriteFrame(SpriteFrame* newFrame) { Sprite::setSpriteFrame(newFrame); if (_fillMethod != FillMethod::None) setupFill(); } ```

If Gbutton global z index is changed, pressed state do not appear. This PR will set global z index of pressed. state to same as of button container.

#29 最新的master上面这个fix貌似被覆盖回去了

在GUI编辑器里配置好字体后,并将字体设置为导出。但是实际显示效果上字体没有变化。 UIConfig::registerFont(UIConfig::defaultFont, "fonts/DroidSansFallback.ttf"); 这一句修改成我的字体后(英文数字字体),所有中文全部变特殊符号了。但是英文字体还是没应用上。 COCOS2d-x 3.17.2

Setting the fillAmount on a image as we do during a update was causing it to ![image](https://user-images.githubusercontent.com/12514666/121214725-648e0c80-c84d-11eb-981c-f268bfe4ff58.png) During a very long debugging session, we found out that FairyGUI is issuing...

目前`GRoot::playSound`用的是cocos的`AudioEngine`,我需要用其他东西来播放,能否提供一个自定义功能,在`GRoot::playSound`里改用一个自定义的回调函数?

I would like to try to migrate a project from cocostudio to FairyGUI. Is it possible to import cocostudio project or *.csd files? Thanks