RCP is a complicated beast though, so be prepared to do a lot of research when you dive in. Eclipse uses SWT for a UI toolkit, which is a bit strange, but Eclipse is very impressive and probably has a LOT you could leverage instead of doing everything from scratch. This gives you cross platform and a great IDE feel as well as text editing capabilities. SciTE, Notepad**, and many others are based on it.Īnother option you can take is to use Eclipse RCP. If you are using C**, Scintilla is very, very good: If you were using Swing, RSyntaxTextArea is quite nice, but Swing is a bit of a pig so I doubt you want to go there. This can be an absolute quagmire to try to do yourself. One feature that strikes me as being important is that you probably need a source code editor in CocosBuilder. In the end it was all for the breast, er best. Getting scene2d.ui right was a lot of work, with multiple rounds of refactoring which had to break everyone’s code. Implementing these major features will take some time and should probably be iterated and refined a few times before building something large on top. UIs have pretty specific requirements: layout (typically non-overlapping) including invalidation/validation to trigger relayout, events probably using a bubbling system, themeing/skinning the UI, etc. If it is too complicated on the lowest level, build less complicated layers on top until it is manageable. I’m not yet so familiar with cocos2d-x, but I understand that it is a 2D scene graph so should be possible to build a UI using it, similar to how scene2d.ui is built on top of scene2d. All of the Spine layout is done with TableLayout. This makes layout code sane, which is extremely important. There is one last important piece which makes working with scene2d.ui pleasant, and that is another of my OSS projects called TableLayout: It also adds UI widgets, each of which is only 100 or so lines so are easy to understand, use, or even reimplement if necessary. This adds is an approach to validating/invalidating layout. On top of the 2D scene graph is a small library for developing UIs, called scene2d.ui: Spine makes extensive use of my 2D scene graph from libgdx, called scene2d: Many UI toolkits fail on this point and tend to not look terribly nice. Also it means that the application looks and performs identically on all platforms. By using libgdx everything is drawn by OpenGL at 60fps, so we can do smooth UI transitions and of course the animations render quickly. Of course the runtimes are written for each game toolkit, without anything specific to libgdx. Hi Zhe Wang, yes Spine is written using libgdx as the renderer for the editor tool that runs on the desktop. But we haven’t went too far on this way.Ĭould you please give us some suggestions? * We are trying to create a editor based on cocos2d-html5, everything is running in web browser. net framework & C# & cocos2d javascript bindings, & mono on mac osx. * We have tried to create an editor with cocos2d-x c*+ & managed C*+ in. * Qt + Cocos2d-x is too complicated to create UI controllers, * CocosBuilder, the most popular editor has been written in objective-c, which made windows and linux user disappointed, I would really appreciated if it can support cocos2d series framework sooner or later.Īs we known, you’re the key developer of libgdx, and I saw Spine has a jar in it, so I have a question that, is Spine using libgdx as the renderer on multiple desktop platforms?Ĭurrently cocos2d community has a BIG problem that we didn’t found a efficient solution for multi-platform editor. Good job! Your guys are creating a fantastic editor.
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