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cocos2dx-win8's Issues

Rename Audio class to XAudio2Engine

Could you rename the Audio class used by the SimpleAudioEngine to XAudio2Engine?
As the very generic Audio name is bound to conflict with other generic audio classes.

I already did it locally and can provide you with the code (renamed Audio class and updated SimpleAudioEngine class), if you're interested.

Kind regards,
Michaël

CCLabelBMFont performance

On Win8 and on WP8 I encounter terrible performance problems when using CCLabelBMFonts (when using about 30 labels on screen, FPS decreases to a slidshow level).

ccDrawPoly fill parameter doesn't work

The 'fill' parameter isn't even referenced:

void ccDrawPoly(const CCPoint *poli, int numberOfPoints, bool closePolygon, bool fill)
{

if (closePolygon)
{
    ccVertex2F* vertices = new ccVertex2F[numberOfPoints+1];
    for (int i=0;i<numberOfPoints;i++)
    {
        vertices[i].x = poli[i].x * CC_CONTENT_SCALE_FACTOR();
        vertices[i].y = poli[i].y * CC_CONTENT_SCALE_FACTOR();
    }
    vertices[numberOfPoints].x = poli[0].x * CC_CONTENT_SCALE_FACTOR();
    vertices[numberOfPoints].y = poli[0].y * CC_CONTENT_SCALE_FACTOR();
    CCDrawingPrimitive::Drawing(vertices, numberOfPoints+1,DrawingPolyClosed);
} 
else
{
    ccVertex2F* vertices = new ccVertex2F[numberOfPoints];
    for (int i=0;i<numberOfPoints;i++)
    {
        vertices[i].x = poli[i].x * CC_CONTENT_SCALE_FACTOR();
        vertices[i].y = poli[i].y * CC_CONTENT_SCALE_FACTOR();
    }
    CCDrawingPrimitive::Drawing(vertices, numberOfPoints,DrawingPolyOpened);
}

}

DirectXRender::m_dwriteFactory - IDWriteFactory1 or IDWriteFactory?

By DirectXRender.h - m_dwriteFactory should be IDWriteFactory1

https://github.com/cocos2d-x/cocos2dx-win8/blob/master/cocos2dx/platform/win8_metro/DirectXRender.h#L87 :
Microsoft::WRL::ComPtr<IDWriteFactory1> m_dwriteFactory;

But it seems that it is initialized as IDWriteFactory (not IDWriteFactory1)
https://github.com/cocos2d-x/cocos2dx-win8/blob/master/cocos2dx/platform/win8_metro/DirectXRender.cpp#L107 :
__uuidof(IDWriteFactory),

And if specific IDWriteFactory1 methods will be called - there might be some problems.

So I think or m_dwriteFactory should be changed to IDWriteFactory, or it should be initialized as IDWriteFactory.

installing "Cocos2dx-win8-vs2012-Template" failed.

Environment:
Win8 Release Preview
VS2012 RC Professional (build_no: 11.0.50522.1 RCREL)

the installer say:
安装已停止,原因是 ProjectType 值的目录不存在。对于您所安装的 Visual Studio,该项目类型无效。

btw: I think u can read Chinese. it looks likely vs2012 met invalid ProjectType.
I saw u just updated that file a few days ago. Hope reslv soon. dev branch.

NDEBUG preprocessor command => black screen

On WP8 when I compile a release build with the NDEBUG preprocessor command; the screen on my WP8 device stays black. This can also be tested in the simulator by just adding the NDEBUG macro to the Win32 debug build.

Animation runs slowly on a sprite despite setting CCAnimation object's setDelayperUnit to lowest value

Bug: I have created a simple coin animation that executes perfectly but the delay between the frames remains the same whether I have set the delayPerUnit. Infact the delay is quite low and the frames changed very slowly. Here is my sample code that I have tried with and without CCSpriteBatchNode the results are the same.

CCSize size = CCDirector::sharedDirector()->getWinSize();

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("coin-sprite-sheet.plist");

CCSpriteBatchNode * batchNode = CCSpriteBatchNode::create("coin-sprite-sheet.png");

this->addChild(batchNode);

CCArray * spriteFrames = CCArray::create(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-1.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-2.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-3.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-4.png"),
NULL);

CCAnimation* animation = CCAnimation::createWithSpriteFrames(spriteFrames);
animation->setDelayPerUnit(0.6); <---- change here to any value no effect

CCSprite * sprite_ = CCSprite::createWithSpriteFrameName("coin-1.png");
sprite_->setPosition(ccp(size.width/2,size.height/2));

batchNode->addChild(sprite_, 10);

CCRepeatForever * rep = CCRepeatForever::create(CCAnimate::create(animation, true));
sprite_->runAction(rep);

I believe it's a bug in cocos2dx-WindowsPhone. And on cocos2dx-Windows ccanimate action never runs and crashes. I am using currently this http://github.com/qima/cocos2d-windowsphone and also cocos2d-Windows for api 2.1. Please have you added a fix for this issue.

CCLabelTTF on WP8

Several problems with CCLabelTTF:

  • using a or a "." in a text results in a weird change in the labels boundingbox.height (it gets higher). The result is that the positioning of labels with a space in them is incorrect and unpredictable.
  • CCLabelTTF sometime uses the completely wrong font and wrong font size. This usually happens in my game after having changed the label contents several times (I cannot use CCLabelBMFont due to performance issues on WP8). I have about 30 labels on screen that regularly change.
  • other than the second bullet: extensive use in CCLabelTTF in a scene results in a crash (out of memory).

How to close game

Hi:

i am new in cocos2dx and i have a issue i want to exit game when i click exit button in game pleases help
Thanks in advance

CCNotificationCenter is unable to post notifications for cocos2x-2.1.0-wp8-alpha-2.0

When you postnotification by using the method below

void CCNotificationCenter::postNotification(const char name, CCObject *object)
{
CCObject
obj = NULL;
CCARRAY_FOREACH(m_observers, obj)
{
CCNotificationObserver* observer = (CCNotificationObserver*) obj;
if (!observer)
continue;

    CCLOG("observerName: %s", observer->getName());

    if (!strcmp(name,observer->getName()))
        observer->performSelector(object);
}

}

observer->getName() always gives an empty string. When I went through the constructor of CCNotificationObserver in m_name it places a garbage value and I believe this bug was reported and one forgot to fix it

CCNotificationObserver::CCNotificationObserver(CCObject *target,
SEL_CallFuncO selector,
const char *name,
CCObject *obj)
{
m_target = target;
m_selector = selector;
m_object = obj;

m_name = new char[strlen(name)+1];
memset(m_name,0,strlen(name)+1);

string orig (name);

//bug fix me orig.copy(m_name,strlen(name),0);
}

Unable to read plist into CCArray

Reading a plist into the CCArray returns a Null value. After debugging into the code I found out it is unable to read data into the buffer. An asset like .png works perfectly.

the code is simple, it works on other branch.

const char *path = CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("BatchNode.plist");
CCArray * parray = CCArray::createWithContentsOfFile(path);

// read the file from hardware
hFile = ::CreateFile2(path.c_str(), GENERIC_READ, FILE_SHARE_READ, OPEN_EXISTING, &extendedParams);
if (INVALID_HANDLE_VALUE == hFile) {
break;
}

In above code present in CCFileUtils_win8_metro.cpp it returns 0xffffff and breaks so no data is read to the Buffer. So the buffer is never parsed to store data in the CCArray object and thus gets NULL value.

Cocos2dx doesn't works well on device(lumia 920)

I tried the latest version and found that
the hello world project does well on the Emulator but not on the device
I tried the demo on Nokia lumia 920 and HTC 8x,it only drawed on the left bottom side of screen
wp_ss_20130122_0004
wp_ss_20130122_0003
wp_ss_20130122_0001
wp_ss_20130122_0002

cannot run sample project on device

getting errors of pch file when running on device

sample error:
error C1083: Cannot open precompiled header file: 'ARM\Debug\tests.pch': No such file or directory C:\Users\Muzzammil Mahmud\Downloads\cocos2dx-win8-wp8\cocos2dx-win8-wp8\Box2D\Collision\b2BroadPhase.cpp

while the same code runs well on simulator

ProgressActionsTest - flickering/incorrect animation on the simulator

Hi,

Tests app is started on the Simulator, its display settings = 10.6" 1366x768.
ProgressActionsTest are started, and right animation is wrong - there is flickering and sometime even image is visible wrong (much taller than should be).

Screenshoots:
Right behaviour:
Right behaviour

Wrong - incorrect image.
Wrong

I have not seen such problem on the local machine.

CClabelTFF sometimes not recognized .ttf fonts for windows 8

Some ttf fonts are not loaded correctly by the cocos2dx branch for windows 8. If you check out the "Font test" in tests project. You will notice that only "a damn mess.ttf", "Abberancy.ttf" and "Scissors Cuts.ttf" works correclty. While "Marker Felt.ttf" for example is never displayed correctly. If you check out their font properties like for "A damn mess.ttf", its all names like PS-name, fullname, family name have the same entry as "A damn mess" while for "Marker Felt.ttf" its different.

CCLabelBMFont crash

On WP8 CCLabelBMFont crashes when you initialize it with a string that just contains a . (due to the creation of a texture with 0 height).

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