I am working on cocos2dx 3.0, and working on cocos2d::extension::ScrollView, getting a strange problem, is the scrollview doesn't return all the Nodes added to it, just returns one child, that too a different one.. See my code below
void Characters::setupScroll(){
Size winSize = Director::getInstance()->getWinSize();
if(!scrollView){
scrollView=cocos2d::extension::ScrollView::create(Size(winSize.width*1.0,winSize.height*0.8));
scrollView->setDirection(cocos2d::extension::ScrollView::Direction::HORIZONTAL);
scrollView->setPosition(Vec2(winSize.width*0.0,winSize.height*0.0));
this->addChild(scrollView);
scrollView->setClippingToBounds(true);
scrollView->setBounceable(true);
scrollView->setTouchEnabled(true);
}
float x=0.20;
for(int i=0;i<4;i++){
CharacterCell *cell=CharacterCell::createCell((kPlayer)i, CC_CALLBACK_1(Characters::chooseCharacterCallback, this));
Vec2 pos=Vec2(winSize.width*x,winSize.height*0.3);
cell->setPosition(pos);
x=x+0.35;
scrollView->addChild(cell);
cell->setTag(100+i);
cell->setScale(.9);
}
scrollView->setContentSize(Size(winSize.width*x,0.0));
}
Now on each cell selection I am doing see below
void Characters::chooseCharacterCallback(Ref *sender){
CharacterCell *cell=(CharacterCell *)sender;
//HERE I GET 1 AS CHILDREN COUNT
printf("%zd",scrollView->getChildrenCount());
Vector<Node*> cells=scrollView->getChildren();
for(int i=0;i<scrollView->getChildrenCount();i++){
CharacterCell *iCell=(CharacterCell *)cells.at(i);
iCell->setScale(0.9);
}
auto scaleup=ScaleTo::create(.3, 1.15);
auto ease=EaseBackIn::create(scaleup->clone());
cell->runAction(ease);
}
In the chooseCharacterCallback
callback function below line gives children count as
1.
printf("%zd",scrollView->getChildrenCount());
Whereas surprisingly below line removes all the children.
scrollView->removeAllChildren();
This is an unusual behaviour, can any help me to get out of this?
Thanks.