# QCEditor **Repository Path**: geekcheng/QCEditor ## Basic Information - **Project Name**: QCEditor - **Description**: cocos2d-x 编辑器。(cocos2d-x 3.4 在 Qt 5.4.1窗体中渲染。cocos2d 无改动。) - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 44 - **Created**: 2015-03-29 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README ![preview][] #QCEditor **QCEditor**是一个简单的cocos2d-x编辑器。 Qt和Cocos-x 都能跨平台,理论上是能够跨平台的。名字是 Qt 和 Cocos2d-x 的首字母缩写。写这个编辑器的目的是为了实现一个能摆放ui控件位置的功能,我们在游戏开发过程中通常也只会用到这个功能。 **QCEditor**的渲染使用的是cocos2d-x本身的渲染,所以说在编辑器里面编辑的效果和游戏中的效果会一模一样,在编辑器里面添加的控件代码、解析代码,不用再到项目里面实现一次,只需要拷贝过去就能用。 ##功能添加 添加新的属性和控件非常方便,只需要按照下面格式添加,将会自动与Node绑定,并且自动添加到存储功能中(目前该功能还不完善)。理论上通过这种方式,能够编辑cocos2d-x里所有可视化组件,甚至其他一些组件。 ```C++ StartGroup(Node, defaultNodeCtor); ATTR("Local Z Order", &Node::getLocalZOrder, &Node::setLocalZOrder, int, 0); ATTR("Global Z Order", &Node::getGlobalZOrder, &Node::setGlobalZOrder, float, 0.0f); ATTR("Visible", &Node::isVisible, &Node::setVisible, bool, true); ATTRSTEP("Scale X", &Node::getScaleX, &Node::setScaleX, float, 1.0, 0.1); ATTRSTEP("Scale Y", &Node::getScaleY, &Node::setScaleY, float, 1.0, 0.1); ATTR("Rotation", &Node::getRotation, &Node::setRotation, float, 0); ATTR("Position", &Node::getPosition, &Node::setPosition, Vec2, Vec2(0, 0)); ATTR("Tag", &Node::getTag, &Node::setTag, int, 0); ATTRMixed("Name", &Node::getName, &Node::setName, std::string, std::string()); ATTRMMS("Anchor Pos", &Node::getAnchorPoint, &Node::setAnchorPoint, Vec2, Vec2(0, 0), Vec2(0, 0), Vec2(1, 1), Vec2(0.1, 0.1)); EndGroup(); ``` 添加一个粒子到编辑器代码如下: ```C++ StartGroup(ParticleSystemQuad, defaultParticleSystem); Require(Node); ATTR("Duration", &ParticleSystem::getDuration, &ParticleSystem::setDuration, float, 0); ATTR("Source Position", &ParticleSystem::getSourcePosition, &ParticleSystem::setSourcePosition, Vec2, Vec2(0,0)); ATTR("Pos Var", &ParticleSystem::getPosVar, &ParticleSystem::setPosVar, Vec2, Vec2(0, 0)); ATTR("Life", &ParticleSystem::getLife, &ParticleSystem::setLife, float, 0); ATTR("Life Var", &ParticleSystem::getLifeVar, &ParticleSystem::setLifeVar, float, 0); ATTR("Angle", &ParticleSystem::getAngle, &ParticleSystem::setAngle, float, 0); ATTR("Angle Var", &ParticleSystem::getAngleVar, &ParticleSystem::setAngleVar, float, 0); ATTR("Start Size", &ParticleSystem::getStartSize, &ParticleSystem::setStartSize, float, 0); ATTR("Start Size Var", &ParticleSystem::getStartSizeVar, &ParticleSystem::setStartSizeVar, float, 0); ATTR("End Size", &ParticleSystem::getEndSize, &ParticleSystem::setEndSize, float, 0); ATTR("End Size Var", &ParticleSystem::getEndSizeVar, &ParticleSystem::setEndSizeVar, float, 0); ATTR("Start Spin", &ParticleSystem::getStartSpin, &ParticleSystem::setStartSpin, float, 0); ATTR("Start Spin Var", &ParticleSystem::getStartSpinVar, &ParticleSystem::setStartSpinVar, float, 0); ATTR("End Spin", &ParticleSystem::getEndSpin, &ParticleSystem::setEndSpin, float, 0); ATTR("End Spin Var", &ParticleSystem::getEndSpinVar, &ParticleSystem::setEndSpinVar, float, 0); ATTR("Emission Rate", &ParticleSystem::getEmissionRate, &ParticleSystem::setEmissionRate, float, 0); ATTR("Total Particles", &ParticleSystem::getTotalParticles, &ParticleSystem::setTotalParticles, int, 0); ATTR("Opacity Modify RGB", &ParticleSystem::isOpacityModifyRGB, &ParticleSystem::setOpacityModifyRGB, bool, false); EndGroup(); ``` 预期的xml文件格式如下: ```XML ``` 在编辑器里面看到的是这样: ![attr][] ##编译过程 * VS2013 + Qt 5.4.1 + QtCreator * 先用QtCreator编译qteditor\qtpropertybrowser\buildlib\buildlib.pro * 然后打开工程修改Qt版本为你本机版本 * 编译运行 ##项目地址 * oschina [http://git.oschina.net/qcdong/QCEditor](http://git.oschina.net/qcdong/QCEditor) * github [https://github.com/CaptainCN/QCEditor](https://github.com/CaptainCN/QCEditor) ##其他 个人力量有限,如果有小伙伴一起来搞就好啦,欢迎提供代码。 ##License Licensed under the MIT license, see [LICENSE](LICENSE) for details. [preview]: images/preview.jpg [attr]: images/attr.png