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README.md

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Project creation

  • Click on the navigation bar "File"-> "New Project", the "New Project" drop-down menu will pop up. as shown below: "

  • Select the project type, such as: empty Egret project, Egret game project, Egret EUI project, etc. Here Egret EUI project is taken as an example. In the drop-down menu of the above figure, select "Egret EUI project", "Create EUI project" panel will pop up, as show below:

    • area 1: Set the project name and project path for the stage.

    • area 2: Project-dependent extension library.

    • area 3: Set the stage attribute and the engine version number.

    • area 4: Set the screen adaptation mode, including zoom mode and rotation mode.

  • Click the 'Finish' button.

    As shown below: :

    • area 1: Menu bar and toolbar

    • area 2: File directory

    • area 3: Project output log information

    • area 4: Code editing area

Project operation

Under the Project tab of the menu bar:

  • Construct

    • Compile the current project
  • Clean up

    • Clean up the project, clean up all files in bin-debug, then generate js
  • Debug\F5

    As shown below:

    • Click Project -> Debug
    • area 1: variable
    • area 2: observation expression
    • area 3: call stack
    • area 4: breakpoint setting
    • area 5: debug operation, continue, single-step skip, single-step into, single-step out, restart, finish

Click to view debugging details

Directory structure introduction

  • wing project directory - .wing - launch.json - setting.json - tasks.json - bin-debug - libs - modules - egret - eui - res - tween exml.e.d.ts - promise - resource - assets - config - eui_skins - default.res.json - default.thm.json - src - templete - egretProperties.json - favicon.ico - index.html - tsconfig.json - wingProperties.json

For the role of each directory, please refer to the document

EUI related information

New EXML

  • Right click on eui_skins

    as shown below:

  • Click the `Design 'tab.

    as shown below:

    • area 1: The edit mode of eui, namely, design, animationpreview and source code.

    • area 2: Design area, animation editing, preview and source editing.

    • area 3: EXML's edit panel

      • Repository: The resources configured in default.res.json.

      • State: custom state, for example: TestButtonSkin.exml has three states, namely, up, downand disabled. The skin of individual state of TestButtonSkin can be set separately.

      • Components: system controls (Button, CheckBox, CheckBox and other components), layout components (Group, Panel, Scroller and ViewStack), custom components.

      • Layers: TestButtonSkin contains layers.

      • Attributes: Contain common, style, size and location, and layout.

    as shown below:

Resource Management Click Details